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02:46
@BESW What happens to that consequence after you're done werewolfing?
Also I like how you've handled those additional effects, they all add 0 to the GM fate point pool.
I'd like to make Stellata absolutely more athletic than a human, but I'm not sure what benefit that really produces.
 
2 hours later…
04:50
the ARRPG book is actually a little less than clear on this
when it says absolutely better than normal human at X thing, it means you can beat any normal human at it without rolling
but other than that, it encourages your group to figure out what it means
and if someone else has the same stunt, you roll against each other as normal
@trogdor does this mean i always win if i try to defend against an attack using athletics or something?
it means you would beat all humans in a foot race,
or get past a physical obstacle before them
it works on athletics vs athletics,.. and maybe might let you dodge normal humans making melee attacks against you if there aren't too many of them
but it doesn't like, work on non human stuff, or guns
to be honest, their description of this stunt is very vague on some things
05:30
Actually. It means you automatically win ALL Overcome actions with that skill, unless opposed by someone else with the same stunt.
That's... about it.
@doppelgreener You werewolf until the consequence goes away.
ah, so you don't get anything for defence or create advantage?
I already assumed it didn't mean anything with regards to attacking
@BESW that seems disproportionately awesome compared to the words ("absolutely more athletic than a human")
i'm going to try it on as one of Stellata's stunts.
06:33
@doppelgreener Actually. Again. Bulletproof and absolute skills come with a cost or weakness baked in, so only the Teeth & Claws stunt pays for itself (and that only for half; it's a 2-stunt effect with a one-stunt-cost payback). The Serious Cost of the werewolf megastunt is worth about two stunts, which makes the whole megastunt finally tally at 3 stuntsworth for purposes of calculating GM fate points.
@doppelgreener Basically it means that if I try to do something a human has a chance to do, I don't need to roll to succeed. If I try to do something a human can't do, I still have to roll--but I'm justified in TRYING, which a human isn't.
But again, this is only in the context of Overcome actions.
(Hence why I gave the werewolf +2 Teeth & Claws and weapon:4.)
@BESW oh, nice...
06:52
What's a witty name for a stunt that makes Stellata absolutely more agile (Athletics) than a human?
@BESW Your atlantean bodyguard may be interested in the Riposte stunt in the bottom left of ARRPG p74.
Currently thinking: Agile like a tree
07:14
@doppelgreener Maybe something to do with willows, or reeds, bending in the wind?
@doppelgreener I like it.
So, in the name of not breaking things and hijacking the story, I'm considering setting the "werewolf" thing aside and instead make my guy a straight-up supergenius.
Which is mostly bonuses and absolutes for mental checks.
Absolutely good at Noticing, for example.
07:44
That sounds good! And there's a delicious weakness on offer too: always the smartest person in the room. Some people take their genius so personally or define themselves by it that they feel very threatened by the idea of that image being compromised.
He would be the kind of guy to get into a shouting match with Helsingard or take it upon himself to demonstrate that Doctor Dinosaur is an imbecile, when most characters just wouldn't care. (Of course, doctor dinosaur would just provoke him into doing that for a distraction.)
If you choose this insecurity.
Case in point, Stephen Hawking. He once fell down some stairs and hit his head. He was so frightened he'd lost IQ points that he sat the MENSA society test to check. (He succeeded and became a member.)
 
2 hours later…
09:25
@Nigralbus [wave]
Hi. Just lurking, don't mind me. :)
Fair enough. If you want to un-lurk, we're happy to chat.
The main chat is more consistently lively, though.
 
1 hour later…
10:59
I'm putting together an alpha first version rules doc for fate hack & slash and I'm trying to think of modes, and I think I should aim for fewer like Atomic Robo, but, say, 5+
Trying to work out how to divide modes, but I think I have something good going. One version was roles (leader, elementalist, defender), but I think that's doesn't fit what modes should be concerned with: that's the end result, not the pieces that create it.
Currently, I'm going by dramatic themes, such as: Heroics, Sneaks, Smarts, and Mysticism.
A Bard might be Heroics and Smarts, but there's that something about how they contribute to the rest of the team. They're the one who uplifts spirits and keeps people moving. The Cleric would be similar, though with, maybe, Smarts and Mysticism, or Heroics and Mysticism.
Is there a good word for that something?
4e says Leader.
It does. I think that's close, but misses the mark because this something has nothing to do with authority. It's like... Charisma, Charms, or something
Maybe Charms is the thing.
Inspiration?
That could do it.
i... i think i get it, like a vaccination, but that really doesn't look like it belongs in that list at first glance
Not a vaccination--a pick-me-up, an injected stimulant.
11:09
yeah that fits a bit better
11:28
Dramatic character themes:
Heroics
Smarts
Sneaks
Mysticism
Inspiration
Imposition
Cunning
Ferocity
Fervor
do any of these not fit well?
(are there others?)
Hrm. Okay, so a lot of those are great, but I can't imagine a version of Heroics that anybody wouldn't want to take.
And that's kinda important, I think.
is that a good thing in this game? an awful lot of characters in ARRPG will want to take some version of Action
Yes, but "a lot of people will want it" isn't the same as "I'm having trouble imagining someone not wanting it."
that's true... "of course I want to be Heroic! Why not?"
hrm. [goes back to drawing board] ARRPG and the FST both say modes are about a broad area of competence.
12:02
argh! this is really hard to work out.
Suggestion: pick four PCs and make modes for them.
See what happens.
I will do that.
At present I have: Brawling, Archery, Cunning, Banter, and Magic (which really needs a better name).
night guys
> The Magic mode isn’t required to work magic, it just means you interact with the world largely through magic. When you take the Magic mode, pick an area you have command over, such as Social, Elements, Divine, Death, etc. Among other skills, it implicitly provides access to all magic connected to your area of choice at the mode’s rating. You can Focus or Specialise any particular custom skill connected to your area of choice, e.g. Fright or Mind Control or Illusions for Magic (Social).
@trogdor goodnight!
ttfn
12:05
don't overstress yourself with the Greener
good night
(do... do I stress you?)
(am I being stressed or causing the stress?)
12:20
@BESW i will do this thing tomorrow, i think
okay I think I know how to resolve my feelings about the magic mode.
Providing one Magic mode feels wrong somehow, as it makes presumptions about a person's character when there isn't a solid established way to be the Very Magical type.
like, Magic (Fire) vs Magic (Elements)...? do you have to pick Magic (Fire + Ice) if you only do two elements, and want your character to have no access to the rest? But that's not an area of command, it's two!
And then do you pick Magic (Divine + Death) if you have command over extremely different things?
I think I'm just gonna suggest: Use stunts. Or, make a custom mode that expresses how your character magically does stuff, which might include new skills. You can also just take an existing mode and tweak it to include this, if you just want to add one new skill and that's it and that works thematically (e.g.: Brawling [Divine]).
12:57
Brawling Divine would be a good name for an 80s action hero.
(And/or gay stripper.)
...I think Diamanda Hagan has reviewed that, actually. Twice.
 
9 hours later…
22:10
2
Q: Aspects that Depend on Other Aspects in Fate Core

RobertLet's say I have a character with the aspect "The moon brings out my primal fury," and the environment has an aspect called "Full Moon." Would you allow that character to invoke both aspects to do virtually the same thing (such as modify the same brutal claw attack)? It seems odd, because the Fu...

22:56
0
Q: Mook Stress Boxes in Fate Core

RobertWhen I was looking at the section in the Fate Core rules on designing a "Good" mook on page 215, I saw the following: Stress: Two stress boxes—a three shift hit is enough to take them out. I feel like this is wrong. If it has 2 stress boxes, then a 3-shift hit would take out the 1-shift box...


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