FAE: The Muppet Show – A New Season

Draft 1.0 – April 29, 2013 – Blue Tyson

A comedy improv scenario. One person plays Kermit and tries to wrangle the other players pseudo-GM style into putting together a show for the night, including thinking up a guest star for this new season of the show.

To make it snappy, rotate roles and enforce an actual showtime of around 20 actual minutes on each episode. With half a dozen players, a 2-3 hour game session with breaks of as many episodes as there are players, if a longer game is desired.

Much opportunity for social conflict, with the odd shooting out of a cannon or kung fu chop to be had. Or literal dropping of the curtain on someone with the addition of an occasional monster stomping.

Who can inflict Wayne and Wanda, dancing haggis or Russell Crowe singing on people the longest? Have a terrible opening number, a star vehicle, a couple of others and a star finale if you want a possible structure. With between number craziness backstage in between.

Fate points should be gained for making people laugh, limelight hogging, terrible puns and outlandish acts. And perhaps incredibly flamboyant failure. Twenty minutes of cross-table invoke and compel chaos. Bonus for survived pig jokes.

Another fun wrinkle might be to put the characters into a hat and pick at random, with more in the hat than there are people to play them, to get a rotating cast. Or guest MC even, if no-one picks Kermit.

Feel free to add more muppets into the hat, as you think of them, but these are the major talking players.

A suggested added problem. If ANYONE rolls – – – – on 4dF, Crazy Eddie shows up and starts blowing things up at random.

Muppet Theatre

Mostly Menagerie Proof Building
Surviving from payment to payment
Hardworking, slow and long-suffering handyman Beau
Backstage madhouse
THE MUPPETS

Kermit

Muppet Wrangling MC
Matrimony Dodger

Ca +3
Cl +2
Fl +1
Fo +1
Qu +2
Sn +0

Miss Piggy

Limelight hogging woeful warbler
Karate chopper
Frog chaser
Nurse Piggy
First Mate Piggy

Ca +1
Cl +2
Fl +2
Fo +3
Qu +1
Sn +0

Fozzie

Chronic comedic failure
Patrolbear

Ca +1
Cl +0
Fl +3
Fo +2
Qu +2
Sn +1

Rowlf

Ivory Tinkler
Dr Bob

Ca +2
Cl +2
Fl +3
Fo +1
Qu +1
Sn +0

Gonzo

Geek act innovative failure
Chicken lover
Cowthing

Ca +0
Cl +1
Fl +3
Fo +2
Qu +2
Sn +1

Statler and Waldorf

Curmudgeonly critical commentators needing chairs,

Ca +1
Cl +2
Fl +3
Fo +2
Qu +0
Sn +1

Scooter

Hardworking assistant
Inappropriate skateboarder

Ca +3
Cl +2
Fl +1
Fo +0
Qu +2
Sn +1

Animal

Skin Artist
Extreme Sports Afficionado

Ca +0
Cl +1
Fl +2
Fo +3
Qu +2
Sn +1

Sam the Eagle

Moral decline chronicler

Ca +3
Cl +2
Fl +1
Fo +2
Qu +1
Sn +0

Dr Bunsen Honeydew

Optimistic mad scientist

Ca +0
Cl +3
Fl +2
Fo +2
Qu +1
Sn +1

Beaker

Whimpering guinea pig

Ca +3
Cl +2
Fl +2
Fo +1
Qu +0
Sn +1

Floyd Pepper

Drummer wrangler
Electric Mayhem Bassist

Ca +1
Cl +0
Fl +3
Fo +2
Qu +2
Sn +1

Janice

Electric Mayhem Lead Guitarist
Nurse Janice
Occasional Tambourine Basher

Ca +2
Cl +0
Fl +3
Fo +1
Qu +2
Sn +1

Rizzo

Rodent management

Ca +1
Cl +2
Fl +0
Fo +1
Qu +2
Sn +3

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

The Agency Character Creation Example with Conversion

The Agency is a roleplaying game of sixties spies and the supernatural. It has baked in Concept description and a shorter, similarish skill list with a few physical and mental skills. You just pick a couple you are particularly good at, being average at the rest. Also consequences levels and Karma points. It would make a great intro RPG for people where James Bond stylish monster hunting appealed. The Avengers meets Hammer Horror.

Want to fight mummies and vampires in The Agency? This would make a good Cryptworld organisation and setting, too, if you wanted to make it a little more complex, gaining the background flavour to go with the crunchier mechanics.

So we’ll go with something a little different:

Jim Grip

Concept : Singaporean plumber
Fashion: Suit or overalls
Mannerisms: Pretentious Scots accent
Props: Ya canna hand a man a grander spanner
Bonus: Vehicle
Flaw: Proud
Motif: Billionaire toilet fixing expert

1 Karma
3 Status

5 Technology
4 Drive

Fate Core

Jim Grip

High Concept : Singaporean plumber Agent
Trouble : Pretentious faux Scots monster basher
Aspect 1 : Ya canna hand a man a grander spanner
Aspect 2 : I really love my versatile car
Aspect 3 : Billionaire loo fixing expert

+4 Crafts
+3 Drive, Contacts
+2 Fight, Physique, Resources
+1 Athletics, Investigate, Lore, Will

PH: 3 MH: 3 Refresh: 3

Approaches

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

Shadow, Sword & Spell Character Creation Example with Conversion

Shadow, Sword and Spell

A straight out humanistic Sword & Sorcery game that you can easily FATEalise. It actually has Aspects and Fate Points directly…Hooks and Action Points. Hooks and Action Points get you additions to rolls, or rerolls.

Skills are based on the Abilities with a maximum of 12, as this is the 12 Degrees System after all. You get 35 Ability Points and 45 Skill Points (cost increasing at certain levels, first three cost 1). Skill are based on an Abilty and to get them as Trained costs the Base Rank, or the Ability.

Therefore, we’ll take a Hyborian age nogoodnik, a tall, womanly bruiser.
There is also a defined culture background element, and from Shadizar the Wicked? We’ll call that Civilised and Decadent.

Avera

Hooks

Background 1 : Ex-Shadizar thug
Background 2 : Duped out of everything by Davo
Background 3 : Run out of town on an ass
Previous Life : Human punching battery
Personality : Always cheerfully optimistic

Culture: Civilised (Bureaucracy, Diplomacy at Base Rank, +1 AP) and Decadent (Bureaucracy +1, Streetwise +1)

Abilities

07 Brawn
04 Quickness
11 Toughness
03 Wits
10 Will

45 Vitality = (Brawn + Toughness)/2*5
30 Resolve = (Wits + Will)/2*5
50 Sanity = Will * 5
03 Initiative Base = (Quickness + Wits)/2

06 Action Points

Skills

Free

04 Bureaucracy
11 Diplomacy

03 Athletics
10 Brawl
10 Intimidation
11 Defend

Fate Core

Avera

High Concept : Ex-Shadizar thug
Trouble : Duped out of everything by Davo
Aspect 1 : Run out of town on an ass
Aspect 2 : Human punching battery
Aspect 3 : Always cheerfully optimistic

+4 Physique
+3 Provoke, Will
+2 Contacts, Fight, Rapport
+1 Athletics, Burglary, Empathy, Lore

PH: 4 MH: 4 Refresh: 4

Approaches

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

FATE – Skills and Approaches

A conversion between: average each group out

Skills

Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Empathy
Fight
Investigate
Lore
Notice
Physique
Provoke
Rapport
Resources
Shoot
Stealth
Will

Approaches

Careful
Clever
Flash
Forceful
Quick
Sneaky

Lists because I keep looking them up!

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

Scooby Doo

FAE: Scooby Doo, Where Are You!

Draft 1.0 - August 19, 2013 - Blue Tyson

A group of five friends [including one with four legs and a tail] travel around in their psychedelic Mystery Machine debunking the schemes of and removing liberty from a varied bunch of occult and supernatural fakers, hoaxsters and fraudsters. Also emptying their pantries in the process.

CHARACTERS

Scooby Doo

Fearful, fast and funny Great Dane
When in doubt, run away
Always Hungry
Yes, of course I can talk, as long as we don't run out of 'R's
Shaggy has my back because I can run faster than him

Ca +2
Cl +0
Fl +2
Fo +1
Qu +3
Sn +1

Stunts

Get +2 in conflict with The Bad Guys when given a Scooby Snack
Get +2 to hide in a space that couldn't possibly fit me, as long as I am with Shaggy
Get +2 to grab and eat all the food before anyone else
Get +2 to move an extra zone when fleeing in terror

Norville "Shaggy" Rogers

Hippie stoner is dog's best friend
When in doubt, run away
Always Hungry
Zoinks! I'm scared.

Ca +2
Cl +0
Fl +1
Fo +1
Qu +3
Sn +2

Stunts

Get +2 in conflict with The Bad Guys when given a Scooby Snack
Get +2 to hide in a space that couldn't possibly fit me, as long as I am with Shaggy
Get +2 to grab and eat all the food before anyone else
Get +2 to move an extra zone when fleeing in terror

Fred Jones

Mystery Inc Boss
Square-jawed pretty boy in an ascot
Daphne is my partner

Ca +0
Cl +1
Fl +2
Fo +3
Qu +2
Sn +1

Stunts

Get +2 to construct oddball traps for villains
Get +2 to find Daphne is she is in trouble

Daphne Blake

Stylish socialite all-rounder
Danger-prone
Fred is my partner

Ca +0
Cl +2
Fl +3
Fo +2
Qu +1
Sn +1

Stunts

Get +2 to influence reactions when you dress to impress
Get +2 to investigate a case if captured by the villain

Velma Dinkley

The smart bookworm
I can't see without my glasses!
Science!
Jinkies!
I read about that!

Ca +2
Cl +3
Fl +0
Fo +1
Qu +2
Sn +1

Stunts

Get +2 to advance solving the mystery if anyone not as clever as her is around to explain what she has worked out to
Get +2 to notice a clue with My Trusty Magnifying Glass

Mystery Machine

Psychedelic Mystery Inc Transport Van
Nosegrill for nogoodniks
Probably a hamburger or bag of chips left in here somewhere

Stunts

+4 to Break Down at a location where Mystery Inc is needed
+2 to have enough food left for a snack

ADVENTURES

Mystery Incorporated travel the USA looking for cases to solve. Thanks to the Mystery Machine's travel unreliability they usually quickly find one.

A Scooby Doo adventure has a pretty set structure and should make a good one shot.

1. The Mystery Machine breaks down in entertaining fashion.
2. Mystery Inc have to find somewhere to stay or fix the van and soon smell a mystery.
3. They split up to investigate, Daphne with Fred, Scooby with Shaggy and usually Velma. If Velma is on her own, really, she has teamed up with Science!
4. The villain of the piece has Created [spooky] Advantages to give them a good shot at nabbing one of Mystery, Inc., or at least make some flee in terror.

Roll 4dF when you need a victim:

-4 Fred
-3 Velma
-2 Shaggy
-1 Daphne
+0 Shaggy and Scooby
+1 Daphne
+2 Scooby
+3 Fred
+4 Velma

5. Friends need freeing and clues need gathering. Repeat 4 and 5 if there is a longer time period for the adventure. It is a short cartoon in the original, so should be punchy.
6. Capture and unmask the villain, singing along with the mournful refrain of the hoaxter "I would have got away with it if it wasn't for those meddling kids!" This will make Scooby and Shaggy hungry.

Omnis Mundi – Tasmania

FATE : Omnus Mundi – Tasmania

Draft 1.0 – October 3, 2013 – Blue Tyson

TASMANIA

A shining beacon of technological might and communications superiority. All alone in a prehistoric megafauna wonderland.

How did this isolated Australian state remain so advanced?

The legends say it was through the efforts and leadership of one man:

KnightMark.

The stories conflict. A run of the mill citizen taking advantage of an opportunity. A crazed drunken madmen adherent of an ancient code of athletic competition. A teacher. A renegade Sword Saint. A racing driver.

Whatever the background, the reality is this: a grizzled cyborg, more machine than man. A tattooed brown half-face with one jewelled optic piece in place of an eye. Some believe he was alive in the Time Before and wants to keep Tasmania as close to a Golden Land as he can.

While not official policy, the disappearance or death of those pushing religious propaganda or authoritarian lines are extremely unlikely to be noticed, let alone investigated. The Sword Saint mortality rate is higher here than anywhere else in the world, it is said.

KnightMark

Tasmanian Technological Leader
Likes beer too much, walking not enough
I Have the Best Internet In the World
Mysterious Origin
Possibly Insane

+6 Crafts
+5 Lore, Rapport, Resources
+4 Drive, Contacts,Notice, Deceive
+3 Empathy, Investigate, Shoot, Will, Provoke
+2 Fight, Physique, Stealth
+1 Athletics, Burglary

Refresh 6

Stunts

Cyborg Body gives +2 to protection from physical attack.
Walking ISP gives +2 to technological communication attempts in his zone.
Leadership gives +2 to influencing Tasmanians to his viewpoint.
NetSense allows viewing of the electromagnetic specturm and dataflows.

Extra

Thylacine Guard Trio

KnightMark is generally accompanied by his protectors and friends, three megafauna extremely intelligent Tasmanian Tigers. While he may not be an overwhelming physical specimen, Buddi, Ruffy and Syril most definitely are. Buddi is an all rounder, Ruffy is a strong, hulking brute and Syril lean and very fast. Massive Trouble, Damage and Speed, if you like.

Approaches

+5 Careful
+4 Flashy
+4 Clever
+3 Quick
+2 Forceful
+2 Sneaky

Northern Tasmania

The area around Burnie is evolving into an almost-Metropolis. In fact, a nascent spaceport exists just outside Devonport, guarded by a force of giant DiprotoMecha. The town of what in ancient history was Elliott is now a giant server farm.

Cradle Mountain is generally off limits, home to the Yowie. This species of hairy giant mountain man takes a dim view of tourists. Except perhaps with tomato sauce added. And Lake St Clair most definitely has monsters within.

Southern Tasmania

The ruins of Hobart are home to several tribes of Wallaby Men and other intelligent marsupial species. Further out from there the bush becomes more and more prehistoric.

One notable predator may be found in the Tasmanian bush. The fearsome drop bear. While generally happily omnivorous, surviving on the local eucalpyts and smaller wildlife, the presence of foreigners inspires a lethal bloodlust. The Wallaby Men don’t bad an eyelid, as these giant furry bundles of Death From Above only attack anything that doesn’t have a significant portion of Australian DNA. In fact, the local tribes and the not unintelligent beasts often warned of in guidebooks as Drop Bears may even have a mutually beneficial working arrangement. Massive Athletics and Damage from claws. Great climbing ability and +2 on attacking and surprising those without sufficient Australian DNA.

Find any ancient palaeontogical tome about the Great Southern Land. Assume it was extremely correct if you value your life exploring the Tasmanian wilderness.

http://en.wikipedia.org/wiki/Australian_megafauna

The Dark Is Rising

FAE: The Dark is Rising

Draft 1.0 - August 19, 2013 - Blue Tyson

A Newbery Medal winning children's book series by Susan Cooper, with Arthurian, Celtic and Norse mythological and fantasy themes, set in England and Wales. The old theme of the struggle between Dark and Light, manipulating humanity from the outside.

A couple of prophetic poems foreshadow the events of the five book sequence.

The Dark is Rising

When the Dark comes rising, six shall turn it back;
Three from the circle, three from the track;
Wood, bronze, iron; water, fire, stone;
Five will return, and one go alone.

Iron for the birthday, bronze carried long;
Wood from the burning, stone out of song;
Fire in the candle-ring, water from the thaw;
Six Signs the circle, and the grail gone before.

Fire on the mountain shall find the harp of gold
Played to wake the Sleepers, oldest of the old;
Power from the green witch, lost beneath the sea;
All shall find the light at last, silver on the tree.

Grail Poem

On the day of the dead, when the year too dies,
Must the youngest open the oldest hills
Through the door of the birds, where the breeze breaks.
There fire shall fly from the raven boy,
And the silver eyes that see the wind,
And the light shall have the harp of gold.

By the pleasant lake the Sleepers lie,
On Cadfan’s Way where the kestrels call;
Though grim from the Grey King shadows fall,
Yet singing the golden harp shall guide
To break their sleep and bid them ride.

When light from the lost land shall return,
Six Sleepers shall ride, six Signs shall burn,
And where the midsummer tree grows tall
By Pendragon’s sword the Dark shall fall.

Y maent yr mynyddoedd yn canu,
ac y mae’r arglwyddes yn dod.
(The mountains are singing, and the Lady comes.)
--Susan Cooper

CHARACTERS

Will Stanton

The youngest Old One
Recovering from serious illness hampered my development
Hard to remember all my siblings
Holidays get really conflicted

Ca +3
Cl +2
Fl +0
Fo +1
Qu +3
Sn +1

Merriman Lion

Legendary Old One field leader and family guardian
Made some serious personnel mistakes
I remind you or Merlin, do I?

Ca +1
Cl +2
Fl +3
Fo +2
Qu +1
Sn +0

Simon Drew

Oldest child and bit of a sailor
Has a sister and a brother
Holidays get really conflicted
My great uncle is more than he seems

Ca +0
Cl +1
Fl +2
Fo +3
Qu +2
Sn +1

Jane Drew

Middle child can see both sides
Two brothers is plenty
Holidays get really conflicted
My great uncle is more than he seems

Ca +3
Cl +2
Fl +1
Fo +0
Qu +2
Sn +1

Barney Drew

Youngest child is rather arty
Has a sister and a brother
Holidays get really conflicted
My great uncle is more than he seems

Ca +1
Cl +3
Fl +0
Fo +1
Qu +2
Sn +2

Bran Davies

Albino unaware Son of Pendragon
Dark bastards killed my dog
The magic sword is for me, immortality not so much

Ca +0
Cl +1
Fl +3
Fo +2
Qu +2
Sn +1

The Walker

Vagabond ragged ex-killswitch wreck
Immortality is a curse
Hawkin, Signbearer

Ca +3
Cl +1
Fl +2
Fo +1
Qu +0
Sn +2

The Black Rider

Dark Lord who prefers the direct approach
Join the Dark, won't you?

Ca +1
Cl +1
Fl +2
Fo +3
Qu +2
Sn +0

The White Rider

Dark Lord of disguise
Manipulator of children

Ca +2
Cl +3
Fl +0
Fo +1
Qu +1
Sn +2

NAMED CHARACTERS

The Lady

The most powerful Old One.

The Sleepers

A high quality group of knights from Arthurian Times.

Pendragon

King of the Britons, cf Bran's dad.

Farmer Dawson

An Old One local to Will's area.

John Wayland Smith

Old One who is probably the blacksmith of legend.

ARTIFACTS

The Six Signs

Circles quartered by crosses, each made of the named material: wood, bronze, iron, water, fire, stone.

The Grail

Complete with ancient secret writing.

The Harp

Magic negater and Sleeper controlling instrument.

The Crystal Sword

Eirias, a sword that flames when the Dark is around. In an invisible scabbard, often.

The Book of Grammarye

Must be read by an Old One like Will to gain access to all their powers. Protected in a human proof magical clock.

The Doors

A space-time warping Old One teleport portal.

Midsummer Tree

Blooming every several hundred years, the silver flower from which enables the holder to cast the opposition side out of Time.

MAGIC

Three types:

Old Magic - that of the Light and the Dark

The various agents of either sides can use their abilities in a variety of ways, including to hide their activities from humans. Generally to be approached as a Create Advantage.

Wild Magic - from primal forces and entities

To gain access to aid or information here will generally require a Challenge.

High Magic - The most powerful kind

To gain access to aid or information here will generally require a Challenge and a Contest.

PLAYING THE GAME

Old Ones have superpowers but should not be using them when NPC humans will get in the way, keeping a lid on. Use will also attract enemies from the other side. In scenes this will mean the Old Ones are decoys and defenders as the humans try to achieve the actual goals as is often the case in the series.

Play Tweaks

1. A possible away to approach this is that being an Old One costs refresh and Old Magic stunts cost Fate Points to use, keeping the magic low key and Light-Dark conflicts short.

2. Give human characters extra refresh is another possibility to reflect their pivotal role. A bit Dresden Files either of these.

3. Instead, have Old One magic use of any significant level cost multiple Fate Points.

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