FATERIP – Modesty Blaise

Modesty Blase - the Real Thing
 

FATE: Modesty Blaise

 

Ex-criminal Superspies versus current criminal depraved supervillains thanks to Peter O’Donnell, Jim Holdaway and Enrique Badia Romero.

 

Draft 1.0  April 15, 2013 – Blue Tyson

 

SETTING

 

Pre-mobile phone modern.  Fancy radio communication is cool.  Sixties to eighties works nicely. Modesty Blaise is the retired ex-head of the criminal Network organisation, rising from wandering orphan at a very young age.  Blackmailed agreeable into helping out the British Secret Service by Gerald Tarrant she is officially a British citizen. Platonic best friends with Willie Garvin, turning his life around after pulling her out of prison. Previously her second in command the partners are ultra-competent and deadly adversaries, more than capable of taking on greater odds.  Stylish and sophisticated and witty, their adventures are brilliant in prose and comic. Allies and previously outdone enemies abound throughout the world.

 

ISSUES

 

Sir Gerald has a problem.  Again. The British Secret Service is still useless.

If it doesn’t involve a sociopathic, psychopathic or depraved supervillain we’ll be disappointed.

Too tough?  Target their friends.

Crime doesn’t pay if we disagree with it.

 

THE PLAYERS

 

Modesty Blaise

 

Ex-Crimelord

Retirement is boring

Willie, I Really Need You Now!

Orphan Out of Everywhere

No drugs!

Yes, I’ve got a place on this continent.

 

F: Incredible +4

A: Incredible +4

S: Good +1

E: Remarkable +3

R: Excellent +2

I: Incredible +4

P: Incredible +4

 

Resources  Incredible (+4)

Popularity  -Remarkable (-3)

 

Other Skills

 

Amazing (+5)  Leadership, Linguist, Kongo, Pistol, Quarterstaff, Survival

Incredible (+4)  Alertness, Contacts, Rapport

Remarkable (+3)  Intimidation, Weapons

Excellent (+2)  Burglary, Deceit, Drive, Empathy, Investigation, Lapidary, Pilot, Ride, Stealth

Good  (+1) Dance

Typical (+0)  Academics, Art

 

Stunts

 

Close At Hand, Face the Pain, Money Talks, Preemptive Grace, Quick Draw, Shot On the Run

 

Acrobat, Big Name, Cold Read, Con Man, Criminal Mind, Death Defiance, I Know A Guy Who Knows A Guy, Inner Strength, Martial Arts, Mental Blueprint, Signature Strike, Tripwire Sensibilities

 

Willie Garvin

 

Ex-Crimelord 2IC

Retirement is boring

What the Princess says goes

Don’t count the Princess out

A Girl In Every Port

No drugs!

I Do Own a Circus, Actually. Also, a Pub.

 

F: Incredible +4

A: Remarkable +3

S: Excellent +2

E: Remarkable +3

R: Excellent +2

I: Amazing +5

P: Remarkable +3

 

Resources  Remarkable (+3)

Popularity  -Remarkable (-3)

 

Other Skills

 

Unearthly (+7)  Knife

Amazing (+5)  Alertness, Rapport, Throw

Incredible (+4) Contacts, Intimidation, Quarterstaff, Rifle, Survival

Remarkable (+3)  Disguise, Empathy, Engineering, Linguist, Ride, Survival, Weapons

Excellent (+2)  Burglary, Deceit, Drive, Gambling, Leadership, Pilot, Ride, Stealth

Good (+1)  Academics, Science

Poor (-1)  Pistol

 

Stunts

 

Danger Sense [His Ears Prickle], Everybody’s Friend, Good Arm, Headquarters, Scary, Scientific Invention, Uncanny Hunch

 

Acrobat, Big Name, Cold Read, Con Man, Criminal Mind, Death Defiance, I Know A Guy Who Knows A Guy, Inner Strength, Martial Arts, Mental Blueprint, Signature Strike, Tripwire Sensibilities

 

Sir Gerald Tarrant

 

British Secret Service Chief.

I Must Have Modesty Blaise!

What’s a bit of blackmail between friends?

 

F: Typical +0

A: Good +1

S: Typical +0

E: Good +1

R: Excellent +2

I: Excellent +2

P: Remarkable +3

 

Resources  Incredible (+4) [In government capacity, otherwise Excellent (+2)]

Popularity  Excellent (+2)

 

Other Skills

 

Incredible (+4)  Bureaucracy, Contacts, Espionage

Remarkable (+3)  Deceit, Intimidation, Investigation

Good (+1)  Guns, Stealth

 

Stunts

 

Center of the Web, Expert Staff

 

Weng

 

Houseboy

Reformed druggie

Quite happy in this job, thanks very much

 

F: Typical +0

A: Typical +0

S: Typical +0

E: Good +1

R: Good +1

I: Good +1

P: Good +1

 

Resources  Good (+1)

Popularity  Typical (0)

 

Other Skills

 

Excellent (+2)  Administration, Drive

 

John Dall

 

Billionaire businessman

Occasional boyfriend of Blaise

 

F: Good +1

A: Good +1

S: Good +1

E: Good +1

R: Excellent +2

I: Good +1

P: Excellent +2

 

Resources  Amazing (+5)

Popularity  Remarkable (+2)

 

Other Skills

 

Incredible (+4)  Bureaucracy

Excellent (+2) Guns, Leadership

Good (+1) Ride, Pilot

 

Stunts

 

Center of the Web, Fantastically Rich

 

Steve Collier

 

Retired mathematician and textbook author

Psychic Investigator

Ex-Lover of Blaise

Husband of Dinah

 

F: Typical (+0)

A: Typical (+0)

S: Typical (+0)

E: Typical (+0)

R: Good (+1)

I: Good +1

P: Typical +0

 

Resources  Typical +0

Popularity  Typical +0

 

Other Skills

 

Excellent (+2)  Academics, Mathematics, Mysteries

Good  (+1)

 

Dinah Pilgrim

 

Blind Diviner

Ex-Lover of Garvin

Wife of Steve

 

F: Poor (-1)

A: Poor (-1)

S: Typical (+0)

E: Typical (+0)

R: Typical (+1)

I: Excellent +2

P: Good +1

 

Resources  Typical +0

Popularity  Typical +0

 

Other Skills

 

Mysteries (+2)

 

Stunts

 

Fortuneteller, Secrets of the Arcane

 

Doctor Giles Pennyfeather

 

Adverse Conditions Medical Genius

Bumbling Goofball

 

F: Poor (-1)

A: Typical 0

S: Typical +0

E: Typical +1

R: Typical +0

I: Good +1

P: Typical +0

 

Resources  Poor (-1)

Popularity  Typical (+0)

 

Other Skills

 

Excellent (+2)  Medicine

Good (+1)  Science

 

Stunts

 

Doctor, Medic, Surgeon

 

ADVENTURING

 

Most definitely a Spirit of the Century via Shadows of the Century style game.

 

TWO PLAYERS

 

A perfect two player scenario team, Blaise and Garvin can be easily Compelled into whatever outlandishly led super spy or crime scenario Tarrant can come up with for them to solve.  The most likely abduction victims in their oeuvre are detailed above, for added spice. Others include Tarrant’s 2IC and Maude, an operative they have worked with in the field before.

 

ONE PLAYER

 

The ‘needs the other’ Aspects can be used in there is only one PC.  Got to get to the other.

 

THREE PLAYERS

 

Or if three players, an abduction victim attempting to use their brains to survive until Blaise and Garvin can get there.  Then surviving to escape with them.

 

MORE PLAYERS

 

A possibility is a support team for the two heroes, particularly competent local talent, ex-Network members or others provided by Tarrant to assist in a particular caper that could be on the level of a standard FATE Core beginning character.  Which the players could design and based on what they come up with, the actual scenario can then be designed aorund them.

 

THE LADDER

 

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

 

Value    Adjective

 

+13 Cosmic 5 (Class 5000)

+12 Cosmic 3 (Class 3000)

+11 Cosmic 1 (Class 1000)

+10 Legendary Z (Shift Z)

+9  Legendary Y (Shift Y)

+8    Legendary X (Shift X)

+7    Unearthly (Epic)

+6    Monstrous (Fantastic)

+5    Amazing (Superb)

+4    Incredible (Great)

+3    Remarkable (Good)

+2    Excellent (Fair)

+1    Good (Average)

+0    Typical (Mediocre)

-1    Poor

-2    Feeble (Terrible)

-3    Awful 0 (Shift 0)

-4    Abysmal

 

FASERIP – basic human attributes

 

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track.  Reason is native intelligence.

 

Fighting (Fight)

Agility (Athletics)

Strength

Endurance

Reason

Intuition (Notice)

Psyche (Will)

 

secondary

 

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent.  Supervillains, mass murderers, ruthless thugs in The Ball, etc.

 

Popularity

Resources

 

REFERENCES

 

Modesty Blaise: Wikipedia – http://en.wikipedia.org/wiki/Modesty_Blaise

The Complete Modesty Blaise Dossier – http://www3.sympatico.ca/jim.pattison/modesty/

 

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

Hulk vs The Thing and Shang Chi – Marvel Two-In-One Combat Example

Marvel Two In-One

PCS: The Thing and Shang-Chi, Master of Kung Fu

GM: The Hulk looks mad. In fact, he just tossed that completely and utterly spotlessly clean SUV over that small building. What do you do?

The Thing: (winceing) I’ll get in his way.

GM grins, totally likely additional property damage. “Rocky Man get out of Hulks’s way”

The Thing: “Aunt Petunia’s nephew ain’t movin’ even if you breathe on me, ugly.”

GM: “Hulk smash funny looking rocky man.” Rolls and gets a -1 with his Remarkable +3 Fighting.

The Thing: “That the best you can do tough guy?” rolls a -1 as well, but has Incredible +4 fighting and some Martial Arts training, so fends off the blow. “Let me show you how they do it on Yancy Street.” Rolls a +0 for fighting. The Rampaging Hulk again swings wildly with a -1. The Thing is one rank better and adding +1 for Martial arts, this is a +3 or Success with Style. “Say goodbye, Junior.”

The Hulk has Monstrous +6 Body Armour but the Thing’s strength is Monstrous +6 so good enough in this case to send the not so Jolly Green Giant flying through the next building and away from fleeing bystanders. Both sides of the building give in as +6 Body Armour is way more than the +3 of usual building concrete. [A roll mechanic would be Endurance etc. vs the +6 strength of the Thing to get from not bothered to through multiple zones(buildings) if a bad result.]

Shang-Chi bows. “Most excellently if expensively done, Mister Grimm. I believe it is my turn next, upon his return.”

The Fate of Stormwatch: Team Achilles

Stormwatch: Team Achilles

Wildstorm was one of my favourite things.

The Fate of Stormwatch: Team Achilles

Benito Santini

High Concept: Charming, manipulative and ruthless leader
Trouble: I have an artificial knee
Aspect 1: Sure, there might be a racist Senator in my Basement
Aspect 2: I had a plan for that
Aspect 3: Yes, you are expendable

FATERIP

F: Remarkable +3
A: Good +1
S: Good +1
E: Remarkable +3
R: Excellent +2
I: Remarkable +3
P: Excellent +2

Res: Remarkable [+3]
Pop: Excellent [+2]

PH: 1 2 3
MH: 1 2 3
Co: 2 4 6
K : 3

Skill Specialisations

+4 Contacts, Fighting [Martial Arts B, C, E], Notice [Investigate]
+3 Reason [Espionage, Law Enforcement, Military]
+2 Agility [Marksman]
Martial Arts A, D

Extras

Project Entry

An horrific other planet experiment in extermination by a psycopathic superman is also a handy as a vomit inducing teleport facility to get his team where they need to go.

FATE CORE

+5 Deceive
+4 Contacts, Notice
+3 Fight, Resources, Investigate
+2 Physique, Shoot, Will, Provoke
+1 Athletics, Burglary, Drive, Rapport, Stelath

Stunts

+2 to use knowledge of international law and related for political advantage
+2 to tactically leading a team taking down SPBs

Approaches

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

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.

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

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

Alias
Frederick Ngebe Braumholstein

Avi Barak
Luis Cisco

Blake Coleman
Buzz Dixon
Flint
Galena Golovin

Jukko Hämäläinen

Trouble: A lot of dead Finns

Marie Grunier
Charles Pickney
Ajeet Singh
Khalid Tefibi

Jaeger Weiss

Trouble: Not In the Face

Apotheosis Drive X: Neon Genesis Cybertron

FATE: Apotheosis Drive X - Neon Genesis Cybertron

The Angel threat has been defeated in a surreal apotheostic haze. Or so we thought. An independent astronomy station saw it first. A much, much bigger threat. Titan Angels.

Draft 1.1 April 22, 2013 - Blue Tyson

SETTING

The near Evangelion future. The humans have fought off the Angel threat. Or so they thought. Pragmatic reality intrudes on psychedelic reverie. A not-quite finished project is scrambled into action to try and stop the threat. The only defense that can possibly work is a MegaTitan and this weapon can only be piloted by a Titan. Three senior Titan pilots draw lots to fly the prototype and Ayanami wins.

A cataclysmic conflict leads to a victory of a sort after a 17 second confrontation. Along with the loss of North Korea (which no-one ever noticed in anime anyway) and most of the MegaTitan. A recovery team finds what is left of the pilot inside the scrap, in a coma, short a couple of limbs. At the same time, some sort of backlash effect leaves the other two pilots curled into foetal balls, gibbering about horrors from beyond space and time. Nothing can bring them out of it, and only an abundance of stuffed penguins seems to calm their ravings.

With their only hope of operating MegaTitans about as competent for combat as fluffy pet rabbits the military and civilian heads agree that the time has come. The authorisation of the reactivation of a secret Antarctic base.

Roll out: Stasis Project Cybertron.

Containing the only known beings capable of piloting a MegaTitan unaided.

Optimus Prime.

Megatron.

ISSUES

Test the MegaTitans
Build a new MegaTitan Green
Don't get shafted by Megatron
Mediate Autobot-Decepticon Conflict
Finish hybrid crewed MegaTitan Pink
Politics and spy games
Restore The Korea Zone
Rumours ask: Is there a God Machine?
Deal with tougher Titan Angels

THE PLAYERS

TRANSFORMERS

Note, statistics are given for Autobots and Deceptions on Transformers scale.

Optimus Prime

Autobots, Roll Out!
We Must Live Together With the Humans
Freedom Is the Right of All Sentient Beings

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

Resources Excellent (+2)
Popularity Remarkable (+3)

Other Skills

Incredible (+4) Blaster, Courage, Leadership, Warfare
Remarkable (+3) Body Armour
Excellent (+2) Speed: Truck Form, Drive
Good (+1) Engineering

Megatron

Decepticons, transform and rise up!
I'm In Charge!
I Deserve to Rule All Cybertron
Primes! We hates them, precious

F: Incredible +4
A: Excellent +2
S: Incredible +4
E: Amazing +5
R: Excellent +2
I: Excellent +2
P: Good +1

Resources Excellent (+2)
Popularity -Remarkable (-3)

Other Skills

Amazing (+5) Blaster
Remarkable (+3) Body Armour, Leadership, Warfare
Good (+1) Engineering, Speed

Bumblebee

Hot Car
The Least Likely Can Be the Most Dangerous
Must Prove Myself

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

Resources Good (+1)
Popularity Remarkable (+3)

Other Skills

Amazing (+5) Drive
Remarkable (+3) Speed: Car Form, Sonic Blaster
Excellent (+2) Body Armour
Good (+1) Engineering

Ironhide

Autobot Muscle
Hi-tech circuitry is no replacement for guts
Protecting is What I Do

F: Remarkable +3
A: Excellent +2
S: Amazing +5
E: Amazing +5
R: Typical +0
I: Good +1
P: Good +1

Resources Good (+1)
Popularity Good (+1)

Other Skills

Amazing (+5) Body Armour, Shield
Remarkable (+3) Blaster
Excellent (+2) Speed: Truck Form

Jazz

Stylish Autobot
Right Hand Autobot
Pop Culture is cool

F: Remarkable +3
A: Excellent +2
S: Remarkable +3
E: Remarkable +3
R: Typical +0
I: Good +1
P: Good +1

Resources Good (+1)
Popularity Excellent (+2)

Other Skills

Incredible (+4) Communications
Remarkable (+3) Blaster, Speed: Car Form
Excellent (+2) Body Armour, Contacts, Arts [Popular Culture]

PROJECT PEOPLE AND TECHNOLOGY

Civilian Head

Secretive Bureaucrat

F: Typical +0
A: Typical +0
S: Typical +0
E: Good +1
R: Excellent +2
I: Excellent +2
P: Excellent +2

Resources Incredible (+4)
Popularity Good (+1)

Other Skills

Incredible (+4) Administration, Politics

Military Head

Aging military genius

F: Excellent +2
A: Good +1
S: Excellent +2
E: Good +1
R: Good +1
I: Excellent +2
P: Excellent +2

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

Other Skills

Incredible (+4) Leadership, Politics, Warfare

MegaTitan (Green/Orange generation)

F: Monstrous +6
A: Incredible +4
S: Monstrous +6
E: Monstrous +6

Other Skills

Monstrous (+6) Blaster
Amazing (+5) Body Armour
Incredible (+4) Speed

Titan Angel

F: Unearthly +7
A: Amazing +5
S: Unearthly +7
E: Unearthly +7

Other Skills

Unearthly (+7) Blaster
Monstrous (+6) Body Armour
Amazing (+5) Speed

ADVENTURING

The Titan Angels will keep coming. Probably getting worse. The third MegaTitan is to be a hybrid that requires one of the other Autobots [or Decepticons if that is how you fly] to pilot it, along with a team of humans. Eventually the Project wants them to be human only for obvious reasons. Any humans trying to operate the Green or Orange MegaTitans will be brainfried after a few minutes. As in out of Fate Points.

So player characters could be Autobots etc. or the team of humans working on the new MegaTitan - pilots, scientists, engineers, etc. It will require a crew of several to fly it. One robot, several small people.

Are the rumours about the God Machine true? Is there another level of Titan? How big is it? How does it work? Joining? A three level Matrioshka? Other?

SCALE

There are three :-

Human
Titan/Autobot/Decepticon
MegaTitan/Titan Angel

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

REFERENCES

Neon Geneis Evangelion : Wikipedia - http://en.wikipedia.org/wiki/Neon_Genesis_Evangelion
Transformers: Wikipedia - http://en.wikipedia.org/wiki/Transformers
Ron Frazier’s FATE Transformers - http://evilhat.wikidot.com/community-fate-core-extensions

Marvel Superheroes – Cthulhu Rising

FATE: Marvel Superheroes - Cthulhu Rising

The End of the World As We Know It. Unless a desperate superhero strike force with one last chance can finish a ritual to banish the big Old Octopus God. Only problem is to do that they need to get to R'lyeh.

Draft 1.0 April 17, 2013 - Blue Tyson

SETTING

The near Marvel future. The crazed cultists have won. A successful ritual summoning has brought back an Old One, wreaking havoc. Heroes struggle to shepherd survivors if they are still alive. Nick Fury is on the run, attempting to coordinate a global resistance. Reed Richards and Tony Stark are holed up in the negative zone, at a loss as to what to do. An exhausted Doctor Strange survives on stimulants and the life energy of a few acolytes trying to buy enough time before dimensional barriers are completely breached. Storm and Emma Frost lead mobile mutant strike and rescue teams, fighting Shoggoths and other horrors. Namor leads his people in holding off a Deep One invasion.

Forge is the man with the plan. A small, versatile team on a lightning raid to R'lyeh. Then help him finish a ritual to banish the badness. The one problem: it requires a blood sacrifice. One of the heroes must die.

ISSUES

Send the Elder God back
Not Everyone Gets Out Alive
Getting Out Dead Could Be Even Worse

THE PLAYERS

The Hulk

Doctor Banner, melted by Gamma Rays
You Wouldn't Like Me When I'm Angry
It's Not Easy Being Green
Hulk Smash

F: Remarkable +3
A: Good +1
S: Unearthly +7 [Super Strength +5]
E: Monstrous +6 [Super Endurance +3]
R: Feeble -2
I: Typical +0
P: Remarkable +3

Resources Feeble (-2)
Popularity -Good (-1)

Other Skills

Class 1000 (+11) Invulnerability: Cold, Heat, Fire, Disease
Unearthly (+7) Super Movement: Leaping only up to 50 zones a turn
Monstrous (+6) Body Armor: Physical, Astral Detection
Amazing (+5) Body Armor: Energy

Stunts

Anger Surge: Hulk gets mad when fighting the same people for multiple turns. Each turn his Fighting and Strength go up +1 to a maximum of +10. When that fight is over he returns to the normal Hulk state.

Alter Ego Bruce Banner

F: Poor -1
A: Typical +0
S: Typical +0
E: Typical +0
R: Remarkable +3
I: Good +1
P: Typical +0

Other Skills

Incredible (+4) Physics

Invisible Woman

Mother of a Mutant
A Thing For Namor

F: Good +1
A: Good +1
S: Typical +0
E: Remarkable +3
R: Good +1
I: Excellent +2
P: Good +1

Resources Remarkable (+3)
Popularity Amazing (+5)

Other Skills

Monstrous (+6) Force Field: one zone
Excellent (+2) Invisibility, Martial Arts
Good (+1) Academics, Science
Typical (+0) Flight

Wolverine

Canadian curmudgeon
Having a skeleton implant at a secret science base was rather traumatic
Berserk killer
Loves a beer and a smoke

F: Incredible +4
A: Remarkable +3
S: Good +1
E: Remarkable +3
R: Typical +0
I: Monstrous +6 [Super Intuition +3]
P: Incredible +4

Resources Typical (+0)
Popularity Typical (+0)

Other Skills

Class 1000 (+11) Claws vs non-living will cut through anything up to Class 1000
Unearthly (+7) Resistance: Poison, Disease
Monstrous (+6) Tracking
Amazing (+5) Martial Arts, Sword
Remarkable (+3) Regeneration (requires rest). Between scenes anything up to Severe Consequences may be healed on a roll. Severe consequence requires a day's rest to remove.
Excellent (+2) Claws vs living, Contacts, Espionage
Good (+1) Adamantium Skeleton bonus damage when using body parts as weapons

Black Widow

I was a teenage Soviet Super Soldier. It sucked.
The old ballerina as spy cover story.

F: Incredible +4
A: Remarkable +3
S: Good +1
E: Excellent +2
R: Good +1
I: Incredible +4 [Super Intuition +1]
P: Excellent +2

Resources Good (+1)
Popularity Remarkble (+3)

Other Skills

Remarkable (+3) Wallcrawling: via costume, Explosives: via belt
Amazing (+5) Martial Arts, Widow's Bite - Damge: Energy (+2); Gas (+2); 3 zone grappling hook; radio
Excellent (+2) Contacts, Detective, Espionage, Military

Namorita

Atlantean Earth Slummer

F: Remarkable +3
A: Remarkable +3
S: Amazing +5 [Super Strength +3]
E: Remarkable +3
R: Typical +0
I: Excellent +2
P: Excellent +2

Resources Good (+1)
Popularity Good (+1)

Other Skills

Excellent (+2) Ocean Sciences
Good (+1) Body Armour: Physical, Science
Poor (-1) Flight

Stunts

Atlanteans can breathe underwater and are cold resistant and swim like fish.

Forge

Former Soldier
Short A Leg
Blood and Souls

F: Good +1
A: Good +1
S: Good +1
E: Excellent +2
R: Incredible +4 [Super Reason +1]
I: Good +1
P: Amazing +5 [Super Psyche +1]

Resources Typical (+0)
Popularity Good (+1)

Other Skills

Unearthly (+7) Optics
Monstrous (+6) Magic: Dimensional opening and sealing ritual only
Amazing (+5) Inventing: Jury Rig pretty much anything he thinks of, Cybernetics, Electronics
Incredible (+4) Spirit Sight

Stunts

Headquarters

Scarlet Witch

I should be so lucky
My father is a bad, bad man
Recovering Insane Genocidal Maniac
No, you really can't breed with a robot

F: Good +1
A: Good +1
S: Typical +0
E: Excellent +2
R: Good +1
I: Excellent +2
P: Remarkable +3

Resources Typical (+0)
Popularity Good (+1)

Other Skills

Amazing (+5) Probability Alteration: Can cause unlikely things to happen on a roll
Excellent (+2) Mysteries, Occult, Magic: General sorcery and Eldritch bolts, Shields are Incredible (+4)
Good (+1) Telekinesis

Cthulhu Cultist

Fan of gibbering horror

F: Typical +0
A: Typical +0
S: Typical +0
E: Typical +0
R: Poor -1
I: Poor -1
P: Good +1

Resources Typical (+0)
Popularity Typical (+0)

Other Skills

Occult (+1)

Or treat as Typical (+0) mooks.

Deep One

Amphibious Old One Servants

F: Typical +0
A: Typical +0
S: Good +1
E: Typical +0
R: Good +1
I: Typical +0
P: Typical +0

Resources Typical (+0)
Popularity Typical (+0)

Other Skills

Good (+1) Body Amour, Claws, Spear, Magic (possibly)

Stunts

Water breathing

Or treat as Good (+1) mooks.

Shoggoth

5 metre around nasty blob horror
Steadfast guardian

F: Typical +0
A: Abysmal -3
S: Incredible +4
E: Remarkable +3
R: Poor -1
I: Poor -1
P: Typical +0

Other Skills

Excellent (+2): Body Armour: Energy, Radiation
Good (+1) Body Armour: Physical (smooshy and snotty)

Stunts

A Shoggoth can attack multiple targets in its area with no penalty. Tentacles. Many slimy tentacles.

Big Shoggoth

7 metre around nasty blob horror
Steadfast guardian

F: Typical +1
A: Abysmal -3
S: Amazing +5
E: Incredible +4
R: Poor -1
I: Poor -1
P: Typical +0

Other Skills

Remarkable (+3): Body Armour: Energy, Radiation
Excellent (+2) Body Armour: Physical (smooshy and snotty)

Stunts

A Shoggoth can attack multiple targets in its area with no penalty. Even bigger slimy tentacles.

ADVENTURING

Really designed as a one shot adventure, if they really liked the setting it could be Shoggoth and deep one and crazed cultist fighting time afterwards. Or engineering work, too. Or creepy Call of Cthulhu what did we miss style subplots for afterwards. Then the character that died comes back as an evil horror leader and really, really wants the rest of the heroes to join them.

If the players want to use their own characters and there are several, then suggestions:

A Brick [use a Forge kit bashed tech boost if the PC is not strong/hardy enough for the scenario] - Shoggoths are tough
Lethal Killers - for occupying servitors
Sneaky Types - for getting by and/or hiding others
Magic Users - for the ritual and support
Super Genius - for building guy and ancient languages
Protectors - that can use shields, forcefields, barrier creation

If only one PC is playing, just add them to the team if they want to use their own character.

Forge has kit bashed some gear to let the players survive underwater and Namorita is along for support, given her natural abilities. The gear could get damaged, particularly in a succeed with cost or taken out and other such combat scenarios. She could get someone that can’t breathe out at least alive. Allow them more standard type weapons that will work underwater if they want to take them. Spear guns, knives, swords, etc. Assume the gear warm will have an underwater knife in a calf sheath.

SCENARIO SEQUENCE

1. The Underwater City has been located, the players assemble off New England. Have a cultist patrol attack if you fancy a warmup.

2. The heroes must traverse an ever blackening sea, harassed by Deep Ones. Using lighting is a beacon to draw attacks with higher probability. Which they should quickly discover.

3. Finding the city might cause psyche checks to stay the course. Or Fate Points if they fail, to preserve their sanity.

4. Definitely a whole bunch of attackers to get through, or to delay while part of the group searches for the ritual site. Just some perhaps slightly tougher Deep Ones, even led by a Mage if more than one sorcery capable hero. Not enough to need a Brick though.

5. Traps. Give them at least one Indiana Jones or D&D classic to survive on entering the ritual chamber. Plus a spears from the wall trap. Deep Ones love their spears. Then one from the floor. And one from the ceiling. If you can't think of one, the classic stone in floor opens so you fall into a pit of slavering eldritch horrors works wonders.

6. The tough hero came for a reason. Shoggoths. If it is The Hulk, plenty of them and the chamber is big enough. Otherwise, enough to challenge our super strong friend. Shoggoths have tentacles, so even sneaking past gives them at least one chance to attack.

7. The idea is to get the ritual done, not beat all the Shoggoths. If the Hulk smashes them too quickly, throw some more at him, pile on with tougher ones even.

8. If two magic capable characters make it, the ritual can be performed more quickly with an easier difficulty. Having the main person doing the ritual sacrifice themselves during it will definitely go badly wrong if they are dumb enough. The assistant could, but will make a really nasty bad guy later when they return from the dead and the depths.

If only one original PC playing, the Black Widow will volunteer to take the ritual knife in the heart. Wolverine will overrule her, reasoning that there's a chance he will survive. Or anybody, if no-one is pretty much dead already. Whether having a pseudo immortal in the ritual messes it up slightly is a GM call. If he makes it back, maybe he has a hybrid infection. Hate Brood and Mythos then.

If the characters don't work out that using Fate Points etc. on the ritual roll is a good one, then becoming smooshed Shoggoth stains is pretty well deserved. If you are feeling nice, have a massive aquatic monster smash the walls in to give them a clue this is an even more desperate situation.

9. After a magical ritual in a trapped underwater city, of course it will fall down around their ears. So they have to survive rubble, any opponents in the city, a few on the way back and if feeling mean, an armed cultist welcoming party. Which a rather grumpy hero group is likely to treat very meanly. If they have done a good job and are almost dead, have someone else take them out. Otherwise, let Hulk smash puny humans.

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

SCALE AND SUPERPOWERS

For any skill, the scale number is the automatic successes done when rolling. So Spider-Man is 4dF+2 when attempting a roll involving his Strength.

For superhuman abilities some simple tables.

FIGHTING

Above Amazing is superhuman, so Thor and Hercules roll 4dF+2 involving Fighting.

+08 C5
+07 C3
+06 C1
+05 SZ
+04 SY
+03 SX
+02 Un Thor, Hercules
+01 Mn Mephisto

AGILITY

Above Incredible is superhuman so the Silver Surfer rolls 4dF+1 for Agility.

+09 C5
+08 C3
+07 C1
+06 SZ
+05 SY
+04 SX
+03 Un Odin
+02 Mn Silver Surfer
+01 Am Spider-Man, Nightcrawler

STRENGTH

Above Excellent is superhuman so Spider-Man rolls 4dF+2 for Strength.

+11 C5 20^15 tonnes
+10 C3 20^13 tonnes Pre-Crisis Superman
+09 C1 20^10 tonnes
+08 SZ 200000 tonnes Post-Crisis Superman+, Shi'Ar Gladiator
+07 SY 20000 tonnes
+06 SX 2000 tonnes
+05 Un 200 tonnes Hulk, Thor, Hyperion
+04 Mn 100 tonnes Thing, She-Hulk, Submariner
+03 Am 50 tonnes Rogue
+02 In 10 tonnes Spider-Man, Iron Man
+01 Rm 1 tonne Power-Man, Beast

ENDURANCE

Above Remarkable is superhuman so She-Hulk rolls 4dF+2 for Endurance.

+10 C5
+09 C3
+08 C1
+07 SZ
+06 SY
+05 SX
+04 Un Silver Surfer, Thor
+03 Mn Hulk, Thing
+02 Am She-Hulk, Loki
+01 In Spider-Man

REASON

Above Remarkable is superhuman, so Mister Fantastic rolls 4dF+2 for Reason.

+10 C5
+09 C3
+08 C1
+07 SZ
+06 SY
+05 SX
+04 Un Watcher
+03 Mn Mephisto
+02 Am Mister Fantastic, Doctor Doom
+01 In Iron Man, Professor Xavier

INTUITION

Above Remarkable is superhuman, so Wolverine rolls 4dF+3 for Intuition.

+10 C5
+09 C3
+08 C1
+07 SZ
+06 SY
+05 SX
+04 Un Watcher
+03 Mn Daredevil, Wolverine
+02 Am Professor Xavier
+01 In Captain America

PSYCHE

Above Incredible is superhuman so Doctor Strange rolls 4dF+3 for Psyche.

+09 C5
+08 C3
+07 C1
+06 SZ
+05 SY
+04 SX
+03 Un Doctor Strange
+02 Mn Professor Xavier
+01 Am Marvel Girl

MOVEMENT

Super movement Zones per turn capability

Warp Speed +13 Cosmic 5 (Class 5000)
Lightspeed +12 Cosmic 3 (Class 3000)
Solar System +11 Cosmic 1 (Class 1000)
10000 +10 Legendary Z (Shift Z)
1000 +9 Legendary Y (Shift Y)
100 +8 Legendary X (Shift X)
50 +7 Unearthly (Epic)
30 +6 Monstrous (Fantastic)
25 +5 Amazing (Superb)
20 +4 Incredible (Great)
15 +3 Remarkable (Good)
10 +2 Excellent (Fair)
08 +1 Good (Average)
06 +0 Typical (Mediocre)
04 -1 Poor
02 -2 Feeble (Terrible)
01 -3 Awful 0 (Shift 0)
00 -4 Abysmal

REFERENCES

Cthulhu: Wikipedia - http://en.wikipedia.org/wiki/Cthulhu

Enchantress of Venus


FATE: Enchantress of Venus

Or, a little more Planetary Romance for your life thanks to Leigh Brackett

Draft 1.0 April 11, 2013 - Blue Tyson

SETTING

Old Venus. Lush, dangerous jungles where the air can be too thick and heavy and mysterious, misty seas beyond which lie dangerous outposts of the primitive and ancient. Like on Mars, immigration from Earth is driving back the older native populations, sometimes violently.

ISSUES

Stark's friend the barbarian prince Helvi is missing!
What the hell is going on in Shuruun, the pirate city?

THE PLAYERS

Eric John Stark

N'Chaka, Man-Without-a-Tribe
Outlaw of Mars and Earth
Wild Man of Mercury
Very Bad Girl Magnet
Fights For the Oppressed

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

Resources Typical (+0)
Popularity -Excellent (-2)

Other Skills

Amazing (+5) Alertness, Sword, Spear
Incredible (+4) Intimidation, Survival
Excellent (+2) Contacts, Investigation, Ride, Swim
Good (+1) Guns, Stealth

Helvi

Barbarian prince of Yarell
Friend of Stark
Lost His Brother Tobal to Lhari Slavery

F: Excellent +2
A: Good +1
S: Good +1
E: Good +1
R: Typical +0
I: Typical +0
P: Good +1

Resources Excellent (+2)
Popularity Good (+1)

Other Skills

Amazing (+5) Alertness, Sword, Spear
Incredible (+4) Intimidation, Survival
Excellent (+2) Contacts, Investigation, Ride, Swim
Good (+1) Guns, Stealth

Malthor

Ship Captain
Secret Slaver For the Lhari
Would Even Sell His Daughter Into Slavery

F: Good +1
A: Good +1
S: Good +1
E: Good +1
R: Good +1
I: Good +1
P: Good +1

Resources Excellent (+2)
Popularity Excellent (+2)

Other Skills

Remarkable (+3) Sail
Excellent (+2) Deceit, Intimidate
Good (+1) Leadership

Mike Larrabee

Lame Earthman stuck in Shuruun
Known for the Royal Venus Bank Job

F: Typical +0
A: Poor -1
S: Typical +0
E: Good +1
R: Typical +0
I: Good +1
P: Typical +0

Resources Poor (-1)
Popularity Typical (0)

Other Skills

Remarkable (+3) Burglary
Good (+1) Leadership, Sail

Zareth

Young Daughter of Malthor
Too Brave For Her Own Good
More Honest than Dad Would Like

F: Poor -1
A: Good +1
S: Typical +0
E: Typical +0
R: Typical +0
I: Typical +0
P: Good +1

Resources Feeble (-2)
Popularity Typical (+0)

Other Skills

Excellent (+2) Rapport, Stealth

Grandmother

Lhari Matriarch
Hugely Massive and Fat

F: Awful -3
A: Awful -3
S: Typical +0
E: Poor -1
R: Excellent +2
I: Excellent +2
P: Remarkable +3

Resources Remarkable (+3)
Popularity -Remarkable (-3)

Other Skills

Remarkable (+3) Intimidate, Leadership

Varra

Lhari Falconer
Not Keen on Marrying Egil
Would Rather Like Most of Her Relatives Disposed Of

F: Good +1
A: Good +1
S: Good +1
E: Good +1
R: Excellent +2
I: Excellent +2
P: Excellent +2

Resources Excellent (+2)
Popularity -Excellent (-2)

Other Skills

Remarkable (+3) Falconry

Egil

Lhari Cruel Wannabe
Really Wants To Marry Varra

F: Good +1
A: Good +1
S: Good +1
E: Good +1
R: Typical +0
I: Typical +0
P: Typical +0

Resources Excellent (+2)
Popularity -Remarkable (-2)

Other Skills

Good (+1) Guns, Leadership

Cond

Lhari Cruel Double Wannabe
Egil's brother

F: Good +1
A: Typical
S: Good +1
E: Good +1
R: Poor -1
I: Poor -1
P: Poor -1

Resources Excellent (+2)
Popularity -Remarkable (-2)

Other Skills

Good (+1) Guns, Leadership

Arel

Lhari Useless One and Not Sad About It
Happy To Be Out of the Spotlight, She Is

F: Typical +0
A: Typical +0
S: Typical +0
E: Typical +0
R: Good +1
I: Good +1
P: Good +1

Resources Excellent (+2)
Popularity -Remarkable (-2)

Other Skills

Remarkable (+3) Falconry

Bor

Young Lhari

F: Typical (+0)
A: Good +1
S: Typical +0
E: Good +1
R: Typical +0
I: Typical +0
P: Typical +0

Resources Good (+1)
Popularity -Good (-1)

Other Skills

Excellent (+2) Reptile Handling

Treon

Deformed Llari
Deferential But Different

F: Poor (-1)
A: Poor (-1)
S: Typical +0
E: Typical +0
R: Excellent +2
I: Good +1
P: Typical +0

Resources Good (+1)
Popularity -Good (-1)

Other Skills

Excellent (+2) Lore, Mysteries

Lhari

Displaced ancient race of overoptimistic crazed slave rulers with a Frankenstein complex. Only a few remain thanks to past follies.

Nerve Gun (+3)

The Lhari weapon can be set to cause paralysis or death.

Lhari guards

Treat these as Good (+1) minions if doing important duties, Typical (+0) if not, armed with Nerve Guns and swords.

Lost Ones

Poor (-1) Overworked undersea slaves. In normal health, or those not worked too hard yet will be Typical +0 Venusians in general. Lhari tech lets them work, but not for too long. Housed in a camp and barracks and kept under control by collars and guards with Nerve Guns.

Slave Collar

Nerve Charge (+3)

This attacks a slave who tries to cross an invisible energy barrier, or electric eye in effect. It will continue to do so if they persist.

PLAYERS UNFAMILIAR WITH THE STORY SHOULD NOT READ THIS PART

This could be run for one player, using Stark or their own equally highly capable character with Warrior skills. The story sequence then will likely be as the short novel in general.

ONE PC VERSION

1. Stark takes sail across the Red Sea to try and find his friend Helvi. Malthor the ship captain gives him far from the full story.

2. Thrown overboard, Stark is on his own to attempt to swim back to land and make his way through jungle and town to Shuruun.

3. Stark manages this without much effort and Malthor's daughter seeks him out. He learns of the Lhari, the Lords of Shuruun and decides to boldly pay them a visit, front door style.

4. He meets the family of rulers and Very Bad Girl Magnet attracts Varra, which displeases Egil enough to shoot him with his nerve paralysis gun after he has had some discussion with the matriarch.

5. Stark is put into slavery with the rest of the Lost Ones and is reunited with Helvi and Zareth. He begins to plan. Varra and her infatuation will be useful if he can make a deal with her. A deal is definitely what she wants. Stark killing the relatives she despises in return for an end to slavery.

6. Malthor sets a slave up with a weapon to ambush Stark. Despite losing against Stark himself it is just a knife. Malthor is unarmed. Malthor is not remotely a match for Stark. All part of Egil's machinations. Zareth has followed and attacks Egil who is forced to shoot at her, not Stark. She is mortally wounded. Egil becomes another no contest that Stark will have no mercy about in a Taken Out scenario.

7. Stark investigates with Treon's input, deciding to look into the super science that the Lhari are interested in. They find a thought-recording of the ancients detailing their Frankenstein quest and downfall. Treon is able to find a machine that restores him to normal Lhari stature. Effectively raising all his physical attributes one rank, removing the monster taint.

8. Stark and Treon come across guards on the slaves and fight them, the guards possessing superior weaponry and Treon lacking skill.

9. They free the slaves. There are over an hundred and twenty guards. Less of each after the unavoidable confrontation. No guards left, only high double figures of slaves if you don't want to waste time rolling. These twenty guards were of the Typical (+0) variety and only had swords.

10. Treon shows Stark a secret tunnel and way back to the Lhari courtroom.

11. It is Llari, Stark, Helvi and 90 odd slaves vs Llari and around 50 guards. Then Mike Larrabee and the ordinary townspeople (Typical (+0 Mob) arrive. Once Larrabee's leadership gets them involved in the fight it is quickly over. End of Lhari, guards and half the slaves.

12. Of course they didn't kill Bors pet dragon. Eveyone loves a smart pet lizard. Stark or the locals can free it or give it a new home as preferred.

MULTIPLE PC VERSION WITH STARK

If a group of two or three wanted to play Stark and friends then Helvi and Zareth could be used as PCs. If any PCs had met Stark previously and worked with them he would be happy to accept their help in travelling to Shuruun on an adventure. He'd be happy to trade such service in return, never being much in the way of cashed up. The inserting of extra competent opponents means using enough guards or of Malthor's underlings to dump them into the sea. Several for each, as a suggestion. With surprise, likely to be accomplished. If any possess Alertness like Stark's they may get the chance to fight back. Either way, two choices, swim or ship to get to sthore.

MULTIPLE PC VERSION WITHOUT STARK INITIALLY

Stark has gone off to look for Helvi and has left the PCs a message about his intentions and the possibility that the pirate city of Shuruun will be rough. Another of Malthor's captains can provide transport and similar impromptu swimming if they learn of the character association with Stark. Then the PCs must follow in Stark's footsteps. Do they confront the Lhari, try raiding the slave camp? If they end up enslaved, things happen as per the story sequence in general. If they manage to free Stark, Helvi and Zareth then the final confrontation gets moved up most likely and the super science investigation after the corpses are cleared.

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

REFERENCES

Short Novel

Enchantress of Venus http://archive.org/details/EnchantressOfVenus

Author

Leigh Brackett (ology) http://leighbrackett.blogspot.com/

Black Amazon of Mars


FATE: Black Amazon of Mars

Draft 1.0 April 09, 2013 - Blue Tyson

SETTING

Old Mars. Where you can breathe the air and water is hard to find. Colonisation from Earth and the population growth of the native humans has driven the old races out in most cases. The same is happening to the primitive tribes and wilderness areas. The cold desert Norlands is one such area that still survives, near the ancient city of Kushat, beyond which lies the Gates of Death.

From the story introduction, first publication:
"Grimly Eric John Stark slogged toward that ancient Martian city—with every step he cursed the talisman of Ban Cruach that flamed in his blood-stained belt Behind him screamed the hordes of Ciaran, hungering for that magic jewel—ahead lay the dread abode of the Ice Creatures—at his side stalked the whispering spectre of Ban Cruach, urging him on to a battle Stark knew he must lose!"

ISSUES

The Talisman of Ban Cruach has been stolen!
The Riders of Mekh are expanding their territory

THE PLAYERS

Eric John Stark

N'Chaka, Man-Without-a-Tribe
Outlaw of Mars
Very Bad Girl Magnet

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

Resources Typical (+0)
Popularity -Excellent (-2)

Other Skills

Amazing (+5) Alertness, Sword, Spear
Incredible (+4) Intimidation, Survival
Excellent (+2) Contacts, Investigation, Ride
Good (+1) Guns, Stealth

Ciaran the Warlord of Mekh

Lust For Conquest
With This Axe I Rule!
No, I Won't Take Off My Helmet

F: Remarkable +3
A: Excellent +2
S: Excellent +2
E: Remarkable +3
R: Good +1
I: Remarkable +3
P: Remarkable +3

Resources Remarkable (+3)
Popularity Incredible (+4) [Riders of Mekh only, initially]

Other Skills

Amazing (+5) Axe
Incredible (+4) Intimidation, Leadership
Remarkable (+3) Ride, Survival, Disguise
Excellent (+2) Deceit

Camar the Martin

Overoptimistic Thief and Warrior

F: Excellent +2
A: Good +1
S: Good +1
E: Excellent +2
R: Typical +0
I: Good +1
P: Good +1

Resources Poor (-1)
Popularity Typical (0)

Other Skills

Excellent (+2) Burglary, Lore
Good (+1) Ride, Survival

Thord

Mekh War Party Leader
Ciaran's Second In Command
Insecure of Prowess

F: Excellent +2
A: Good +1
S: Good +1
E: Excellent +2
R: Typical +0
I: Good +1
P: Typical +0

Resources Good (+1)
Popularity Good (+1) with the Riders of Mekh only

Other Skills

Remarkable (+3) Whip, Sword
Excellent (+2) Ride, Survival

Riders of Mekh

Barbarian Cavalry With Spears

Good (+1) quality army

Otar

Old Madman
Adviser to Ciaran

F: Feeble -2
A: Poor -1
S: Feeble -2
E: Typical +0
R: Good +1
I: Remarkable +3
P: Good +1

Resources Poor (-2)
Popularity Poor (-2)

Other Skills

Good (+1) Lore, Mysteries

Thanis

Kind-hearted but Dodgy By Necessity
Sister of Balin

F: Typical (+0)
A: Good +1
S: Typical +0
E: Good +1
R: Typical +0
I: Good +1
P: Typical +0

Resources Typical +0
Popularity Typical +0

Other Skills

Good (+1) Burglary

Balin

Pretty Good Thief
Looks Out For Thanis

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

Resources Typical +0
Popularity -Good -1

Other Skills

Excellent (+2) Burglary, Contacting, Sleight of Hand

The Old Race

Good (+1) telepaths
Typical (+0) fighters
Vulnerability to heat

Ban Cruach

Ancient Martian King.

Has a statue and a sword at the Gates of Death. You can interact with his personality with the Talisman of Mekh. A highly competent and efficient ruler and general in his time, he broke the hold of the Old Race on the Norlands.

Talisman of Ban Cruach

An artifact of importance to Kushat and when used you can commune with the personality of the dead ancient king and discover some of what life is like and of beyond the Gates of Death.

Sword of Ban Cruach

Icebreaker
Old Race Bane

Force Sword with Beam Multi-Attack Old Race (+5)

PLAYERS UNFAMILIAR WITH THE STORY SHOULD NOT READ THIS

This could be run for one player, using Stark or their own equally highly capable character with Warrior skills. The story sequence then will likely be as the short novel.

ONE PC VERSION

1. Stark's friend Camar has been Taken Out to the death. He stole the Talisman of Ban Cruach from Kushat and now entrusts it to you.

2. Stark travels with the Talisman, running afould of the Riders of Mekh and their leader Lord Ciaran. He experiences contact with Ban Cruach's personality.

3. Stark escapes and goes to Kushat where a brother and sister discover what he has been up to and Stark tries to warn the city and its nobility to expect an attack.

4. The Riders attack Kushat. Stark fights for the defense, seeking out Ciaran personally.

5. Stark just manages to defeat Ciaran, forcing helmet removal. The secret is revealed, Ciaran is really Ciara. Force of personality and ability and past successes enable her to retain her leadership position. Now she can reveal she had more than warriors-as-equals interest in keeping Stark around given her secret is out. Something his Aspect will compel him to be interested in.

6. Stark and Ciara travel with Balin beyond the Gates of Death to put things right. They discover the Old Race of telepathic cold dwellers and are taken captive.

7. Stark manages to get free and thanks to his familiarity with the ancient king is able to operate his sword - a super science force weapon designed to combat the Old Race and make things very hot for them.

8. Stark defeats them and frees his friends, returning to Kushat.

MULTIPLE PC VERSION WITH STARK

If a group of two or three wanted to play Stark and friends then if one PC has modern medical skills or advanced superscience gear Camar could be saved and become a PC or saved or not with Stark and the healer. The Riders of Mekh and Old Race opposition would need to be beefed up minion style to provide a challenge capable of capturing them. Otherwise, play would continue with the above sequence as the adventure skeleton.

MULTIPLE PC VERSION WITHOUT STARK

Stark has gone off with the Talisman, leaving his dying friend as requested. The PCs discover Camar before he expires, or stop him doing so if within their skills and he asks them to help Stark.

If the PCs can find and rescue Stark then the sequence can continue as above. They will likely have an easier time convincing the Kushat people of danger depending on how motley and dodgy they actually are. Add a couple of junior officers using Thord as a guide that the PCs can oppose in the battle for Kushat. There will be plenty of garden variety Riders of Mekh for them to handle if they feel like it, but leaders are key as usual.

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

REFERENCES

Short Novel

Black Amazon of Mars - http://www.gutenberg.org/ebooks/32664

Author

Leigh Brackett (ology) - http://leighbrackett.blogspot.com/

Roozerball

ROOZERBALL

FATE CORE Draft 1.0 April 08, 2013 - Blue Tyson

SETTING

In the mid twenty-first century Earth is a good old fashioned corporate dystopia. Blood and circuses is big, although generally taking place in a slightly more civilised fashion. That is, housed in air-conditioned sports arenas with plenty of beer, soft drinks, cappuccino, pies, hot dogs, donuts and chips. The various codes of football still exist, but even soccer takes a back seat in popularity to The Ball. The game underwent renaming and rebranding when a couple of decades earlier an attempt was made to control the best player The Ball had ever seen by the corporations in control. This did not end well for the leadership of these companies, leaving them as literal bloody stains in history. Even pig food, In one case. So The Ball is again played as it usually was.

The Ball is an armored, metal ball carrying violent version of Roller Derby, with added gridiron gear and motorbikes. With occasional local variation for added spice.

ISSUES

Is history repeating itself?
The Finals series

Melbourne has gone undefeated for the entire season. The finals loom. Johnno, their best player and hence the best player in the world is approaching the popularity levels of the best player in the game's past. Merchandise featuring the team's kangaroo mascot can't be kept in stock. Rumblings and rumours of corporate discontent abound. The fans, however, love him. The current boards are still wary and don't really fancy the thought of hanging from streetlights or becoming pet food. Or living in hiding forever. What's the point of being filthy rich and fascistic if you have to hide away in a fortress? Makes the corporate box at The Ball with hot and cold running everything a waste of money, too.

THE PLAYERS

The Melbourne Company

Biggest Company in Town
Actually, Not Quite the Bastards Some Other Corporates Are

Skills

Unearthly (+7) Resources
Monstrous (+6) Contacts

The executives with control of the company are Jeremy and Jennifer Doull. Brother and sister, Jennifer is the eldest. They have known Johnno since university where they used to hang out so much they were called Triple J or JJJ. There are definitely rumours that this threesome was actually a threesome.

JJJ

These three met at university and have had a tempestuous relationship since. The brute, the athlete and the brain complemented each other nicely. Attractive and charismatic in their own ways. After they graduated, their careers fractured their close-knit bond, at least as far as the public is aware. They certainly don't get seen together outside of game days. Jennifer did some postgraduate education, Jeremy became a way more hardcore gym junkie and Johnno a professional Ball player. All three had rapid rises to stardom in their own areas and Jeremy also has corporate influence. All three have secrets. All three lack parents. Johnno orphaned young and the Doulls lost both their parents to cancer recently and company control has passed to them by inheritance. Their parents were busy wresting control of The Melbourne Company while they were at university.

Jeremy Doull

Big corporate bastard
Don't mess with my sister
MGH abuser
JJJ relationship is complicated

F: Remarkable +3
A: Good +1
S: Amazing +5
E: Excellent +2
R: Typical +0
I: Typical +0
P: Good +1

Other Skills

Amazing (+5) Resources, Weightlifting
Incredible (+4) Contacts, Provoke
Remarkable (+3) Popularity
Excellent (+2) Drive
Good (+1) Lore, Shoot

His basic stats have changed thanks to the use of Mutant Growth Hormone. He now has pretty much superhuman strength at the cost of reduced Endurance and Intuition. Make these Remarkable, Remarkable and Good if he kicks the habit.

Jennifer Doull

Clever corporate bastard
Don't mess with my brother
Secret Robin Hood Leanings
JJJ relationship is complicated

F: Good +1
A: Excellent +2
S: Good +1
E: Excellent +2
R: Remarkable +3
I: Excellent +2
P: Excellent +2

Other Skills

Fantastic (+6) Resources
Amazing (+5) Deceive, Contacts
Incredible (+4) Popularity, Lore
Excellent (+2) Drive, Empathy, Investigate, Provoke, Shoot, Stealth
Good (+1) Burglary

Johnno

Best Ball Player in the World
Always Has the Fans Onside
Trained by a Legend (in fact, The Legend as well, but not publicly known)
A Nice Guy
JJJ relationship is complicated

F: Incredible +4
A: Incredible +4
S: Excellent +2
E: Incredible +4
R: Good +1
I: Amazing +5
P: Remarkable +3

Other Skills

Unearthly (+7) The Ball, Popularity
Amazing (+5) Contacts, Rapport
Excellent (+2) Empathy, Lore
Good (+1) Deceive, Drive, Provoke, Shoot, Stealth

The Legend

Was the Best Ball Player the World Had Ever Seen
Always Has the Fans Onside
Maverick
Seeks Worthy Successors To Train
Secret Corporate Watchdog

F: Remarkable +3
A: Remarkable +3
S: Excellent +2
E: Incredible +4
R: Good +1
I: Amazing +5
P: Remarkable +3

Other Skills

Legendary (+8) The Ball (Legendary Y (+9) at the height of his career)
Unearthly (+7) Popularity (but currently deliberately off the radar for some time, so use a lower figure unless he deliberately re-emerges)
Fantastic (+6) Contacts
Amazing (+5) Rapport
Remarkable (+3) Deceive
Excellent (+2) Drive, Empathy, Provoke, Shoot
Good (+1) Lore, Stealth

These four are intended as important NPCs, but they certainly could be played if the roles appealed to people.

PLAYER CHARACTERS

Some possibilities:

Melbourne Killeroos team members. Can you live through the Finals and keep your team captain alive, too? Amazing (+5) The Ball recommended.

Melbourne Killeroos support staff. Security, trainer, media, administration, executives, investigators, IT, etc. Similar goals to the above with more involvement in off track skullduggery.

Watchdog Agents. Working for The Legend on whatever he is up to in his anti-corporate and player recruiting activities. Could combine with any of the above. Mercenaries, spies, private eyes, thieves and more, possibly. Season tickets being a job perk.

MELBOURNE ARENA

Capacity: 50,000.

Unpredictable Mutant Kangaroo With Blades.

THE BALL

The Teams

10 players each on the track :
3 Bikers
2 Catchers
5 Skaters

Teams may have more than 10 players so substitutions can be made, up to 20 players.

Timing

A game is 60 minutes, with three 20 minute periods.

Starting Play

A metal ball is fired around the outside edge of a track. Only a catcher can grab the ball on initial firing, as they have the special glove designed to prevent their hand from being pulverised. This means that other players in the way before a ball gets to a catcher better be getting out of the way or dodging.

Scoring

A team must do a lap with the ball to initiate an Attack. If a team steals the ball they must do a lap to initiate their own Attack. The other team defends. The team who is on Attack has three laps to attempt to score. If they fail to attempt to score or the ball falls to the gutter middle of the track it is dead and you return to starting play.

Movement

Zones

The track is circular and inclined, so slice as you desire, although either goal should be one zone for ease of rules. 12 zones makes sense, with upper, middle and lower areas, but use others if you like or if more fun. 3 segments to a zone in the top of the track, two in the middle and one at the bottom, comparatively. Different arenas may have different size quirks. It is quicker to move around the bottom of the track than the top, of course.

Towing

A skater hitching a ride on a bike can basically double their movement speed up to a maximum of the bike's ability, of course. Towing a player slows a bike slightly.

Position Rules

Skaters

May score, or attack skaters or catchers. Attacking a biker gets you a three minute sin bin penalty.

Catchers

May catch the fired ball safely or attack skaters or catchers. Attacking a biker gets you a three minute sin bin penalty.

Bikers

Bikers may not move into the area directly in front of either goal. The same three minute penalty applies.

Penalties

Attacking someone who is knocked out, or fallen is a three minute penalty. Fallen players are only removed from the track in dead ball time.

Players must continue to move around the track in the same direction unless currently involved in beating each other up. Otherwise a three minute penalty, or period and then rest of game for further offenses.

Attacking a referee is an automatic ejection from the game.

Anyone attacking a biker, even another biker gets a three minute penalty.

PLAYING ACTUAL GAMES

For games with no player characters involved or watching a Team vs Team roll can be made. Add up skills in The Ball of the starting lineups for each team, make a roll, highest wins. Use the difference for the score if you want.

Important scenes in a game that is attended could be played out as movement and combat. Particularly when influenced by off track shenanigans.

A whole game could be played, or at least the player characters involved in it and their parts. Use one minute, two minute turns of game time for example. The GM can have fun rolling and applying results to NPC team members on either side. Good for Grand Finals etc.

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

If you want standard FATE CORE this is easily changed.

REFERENCES

Movies

Rollerball (1975), not the stupid, stupid, stupid remake.
http://en.wikipedia.org/wiki/Rollerball_(1975_film)
http://www.imdb.com/title/tt0073631/

Games

Rulerball - a Rollerball miniatures ruleset.
http://rpg.drivethrustuff.com/product/83245/Rulerball
Speedball - a computer game bearing some similarities but played on an enclosed court, not a circular track.
http://en.wikipedia.org/wiki/Speedball_(video_game)

Short stories

Roller Ball Murder - William Harrison
The story that the original movie was based on.

NCIS

FATE: NCIS

A team of cops investigate an ever-lengthening list of reasons not to work for the US Navy and related organisations near Virginia.

Draft 1.0 April 21, 2013 - Blue Tyson

ADVENTURING

At the beginning, roll 4dF

+0 Dead Marine
+1 Dead Marine Petty Officer
-1 Dead Navy Personnel
+2 Dead Navy Petty Officer
-2 Dead Marine Senior Officer
+3 Dead Navy Senior Officer
-3 Dead Navy Senior Officer who was also a terrorist
+4 Dead Navy Senior Officer who was also a spy
-4 Dead Navy Senior Officer who was also a spy and a terrorist

The GM and players then construct an investigation. This will make a good short oneshot. There are enough characters in the cast below except for an exceedingly large gaming group. In that case, make up a guest star NCIS team of agents to work with.

Basic investigation checklist

1. Where was the body found
2. What condition was the body in and what evidence was found
3. Who knew the victim
4. Why was the victim killed
5. Who are the suspects
6. What are the possible motives
7. Who is most likely to have done it
8. Who actually did it

THE PLAYERS

Leroy Jethro Gibbs

Ex-Marine Sniper
Has many rules: actually codified
Has Daddy Issues
Stands up to authority
Not overly patient
Always got my team's backs
Haunted by murder of his family

F: Good +1
A: Good +1
S: Typical +0
E: Excellent +2
R: Excellent +2
I: Remarkable +3
P: Excellent +2

Resources Excellent (+2)
Popularity Excellent (+2)

Incredible (+4) Investigation, Intimidation, Rifle [Sniper]
Remarkable (+3) Leadership, Guns, Bureaucracy
Excellent (+2) Deceit, Rapport, Contacts, Crafts [Boatbuilding],

Anthony "Tony" DiNozzo Jr

Ex-Cop
Has Daddy Issues
Next Senior Officer
Aging Ladies' Man
Overly Fond of Movie Quotes

F: Good +1
A: Good +1
S: Good +1
E: Excellent +2
R: Typical +0
I: Excellent +2
P: Good +1

Resources Good (+1)
Popularity Good (+1)

Remarkable (+3) Investigation
Excellent (+2) Charm, Guns, Intimidation
Good (+1) Arts [Movies], Contacts

Timothy "Tim" McGee

Not a Probie Anymore
Has Daddy Issues
TV Trope Hacker
Occasional Novelist
Gamer Geek

F: Typical +0
A: Typical +0
S: Typical +0
E: Good +1
R: Remarkable +3
I: Excellent +2
P: Good +1

Resources Good (+1)
Popularity Good (+1)

Other Skills

Incredible (+4) Computers
Remarkable (+3) Investigation
Excellent (+2) Gaming, Writer
Good (+1) Guns, Science

Ziva David

Ex-Spy
Has Dead Daddy Issues
Ran out of Family
Recovering Assassin
Not So Much the New Probie
Had a Boyfriend Who Was a Dodgy Spy

F: Excellent +2
A: Excellent +2
S: Good +1
E: Excellent +2
R: Good +1
I: Excellent +2
P: Excellent +2

Resources Good (+1)
Popularity Good (+1)

Other Skills

Remarkable (+3) Deceit, Espionage, Guns, Investigation, Intimidation
Good (+1) Contacts

Abigail "Abby" Sciuto

Scientific Goth Girl Prodigy
Has Family Issues, but not Daddy Issues
TV Trope Hacker
Remarkably Slim Despite 2 litre soft drink consumption
Fond of all-nighters
Talks To Her Lab Equipment

F: Poor -1
A: Typical +0
S: Typical +0
E: Excellent +2
R: Remarkable +3
I: Excellent +2
P: Good +1

Resources Good (+1)
Popularity Good (+1)

Other Skills

Incredible (+4) Science
Remarkable (+3) Investigation [Forensic]
Excellent (+2) Rapport

Donald "Ducky" Mallard

Quirky pathologist due for retirement
No Daddy Issues, parents are dead
Talks To Dead People
Recovering Heart Patient

F: Poor -1
A: Poor -1
S: Poor -1
E: Poor -1
R: Excellent +2
I: Excellent +2
P: Good +1

Resources Excellent (+2)
Popularity Good (+1)

Other Skills

Remarkable (+3) Science [Pathology]
Excellent (+2) Psychology [Profiling]
Good (+1) Teacher

James "Jimmy" Palmer

Sense of humour timing fail pathologist
No Daddy Issues, just married

F: Poor -1
A: Typical +0
S: Typical +0
E: Typical +0
R: Good +1
I: Good +1
P: Typical +0

Other Skills

Excellent (+2) Science [Pathology]
Poor (-1) Drive

Leon Vance

Tough NCIS Director
No Daddy Issues, just a dead wife
Recovering shooting victim

F: Good +1
A: Good +1
S: Good +1
E: Good +1
R: Excellent +2
I: Good +1
P: Excellent +2

Resources Remarkable (+3)
Popularity Excellent (+2)

Other Skills

Incredible (+4) Administration, Politics, Bureaucracy
Remarkable (+3) Intimidation, Contacts
Excellent (+2) Espionage, Guns, Investigation

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

These are the skills all people have.

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

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