Silver Insanity

Precious, Valuable Madness
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 Post subject: Basic Info
PostPosted: Wed Mar 10, 2010 3:49 am 
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Prismatic Pangolin

Joined: Tue Apr 17, 2007 8:50 pm
Posts: 2283
The base rules for Tempus Fidgit can be found here: http://faterpg.com/dl/sotc-srd.html

Of course, there are a few modifications for setting specific details.

1: The drive skill is removed, subsumed by pilot, which applies equally to all forms of self-propelled vehicles. Survival covers things like horse-drawn carriages, though pilot might be substituted if, say, the horses in question are clanks.

2: Starting characters get the standard 10 aspects, and the standard skill tree, but get eight stunts.

3: Certain aspects (most typically The Spark) may be taken more than once. Any such aspect must have reasonably common uses for both invocations and compels. Further, any such aspect must represent part of the core concept of the character - for example, a warrior who also happens to be a spark, is unlikely to qualify for The Spark x2, let alone The Spark x3. This generally means that you can't have more than one aspect that's stacked up like this. Three of any given aspect is also the maximum.
The effect of this is as follows:
At x2: Invocations of the aspect grant +3 to appropriate rolls, and declarations can be a bit more dramatic than normal. Compels of the aspect cost two fate points to buy out of. (But still only grant one fate point if you accept the compel.)
At x3: Invocations of the aspect grant +4 to appropriate rolls, and declarations can be fairly far out there. On the other hand, buying off compels now costs three fate points. (But still only grant one fate point if you accept the compel.)

4: Special rules for The Spark. One level of The Spark gives you the weird science stunt for free... if you have all the normal pre-reqs for that stunt. Two levels, and you get mad science on top of that. Three levels, and you get a second mad science stunt, granting you two different specializations for your ability to make the laws of nature jump through hoops.


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 Post subject: Re: Basic Info
PostPosted: Wed Mar 10, 2010 3:50 am 
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Prismatic Pangolin

Joined: Tue Apr 17, 2007 8:50 pm
Posts: 2283
Magic is also a bit more real in this setting, and mysteries gains a companion skill:

Powers: directly substitutes for guns; can substitute for defense as well with stunts. However, there are some drawbacks.
1a) When using powers to attack, the defender may use their choice of mysteries, resolve, powers, or whatever the normal defensive skill would be (typically athletics).
1b) If the defender uses mysteries, resolve, or powers, and gains spin on their defense, they may spend that spin to apply a temporary (and fragile) aspect to the attacker, representing magical backlash from the failed attack. Like a consequence, however, the exact details of this temporary aspect are up to whoever is playing the attacker.
2) When using powers for any purpose (attack, defense, supplemental, etc.), the powers user may be directly attacked with the mysteries skill - representing attempts to counterspell, overload, or otherwise mystically defeat those powers. Direct attacks are typically applied to the mental stress track, though they can also be done as manuevers (the temporary aspect from which could then be tagged by a physical attack later on.) The character defends against such attacks with their choice of mysteries, powers, or resolve.
3) Powers is a primarily destructive skill. Trying to, for example, levitate across a chasm (without tearing the levitatee apart) would be more suited to mysteries restricted by powers, and could not be done on the fly (at least, not without an awful lot of spin).
4) Much like guns, there are obvious hand gestures involved, relatively loud "firing" noises (usually a quick incantation or word of power), as well as a clear cause and effect. Use of the powers skill can be blocked by binding the caster's hands, or application of a gag - though, for example, ordinary handcuffs are unlikely to do more than restrict aim by a bit.
5) Unlike other skills, powers does not default to +0. Instead, it defaults to nonexistent - if you don't have the skill on your character sheet, you can't roll it. However, if you've got a reasonable excuse (like a related aspect), you can put it on your sheet at +0 at no additional cost. It may even be possible to invoke an aspect (like "latent power" for a relatively direct example) to put it on your character sheet when it wasn't there before.


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 Post subject: Re: Basic Info
PostPosted: Tue May 25, 2010 5:03 pm 
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Prismatic Pangolin

Joined: Tue Apr 17, 2007 8:50 pm
Posts: 2283
So, additional rules:

I've decided to allow spending permanent fate points on stunts. (This reduces current fate points, and fate point refresh, but has no impact on maximum fate points - you can still gain as many as you can find ways to get compelled for.) Obviously, you can't reduce your fate point refresh below one - and the lower you go, the harder it's going to be to buy off compels you don't want to deal with.

Yes, that means that you can get an awful lot of stunts - up to seventeen, in fact. Keep in mind, though, that it also means that your opposition can do the same thing. (Yes, had I introduced this rule at game start, I would not have handed out bonus stunts. Oh, well.)

Other things:
I'm considering removing the rules I added for multiple copies of the same aspect. I don't think they actually add anything to the game. (Note that bonus stunts for sparkiness would remain, as mad science is still totally setting appropriate.)


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