@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.)
@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.
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.)
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.
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
> 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).
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]).
Let'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...
When 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...