- Use a "fight" skill instead of DFRPG's separate fists/weapons skills. Neither a mystic martial artist, nor a hulk-style brute is going to be at any disadvantage against someone with a weapon. If you're choosing to fight unarmed, it's reasonable to assume that you can do so effectively; if you're not choosing to fight unarmed (but have ended up that way anyway) then there should be a compellable aspect to deal with whatever disadvantage is appropriate.
- Use "might" and "endurance" rather than Core's merged "physique". A supers game naturally puts more focus on physical activity, so it makes sense to have a bit more granularity there. Plus I'm considering some adjustments to powers that would support this - things like super strength powers letting you straight up attack using might instead fight, or toughness powers letting you defend with endurance instead of athletics or fight.
- I'm not sure if I want to use a Core-style "will" skill, or a DFRPG-style conviction/discipline/presence split, or something in between. The right choice here almost certainly depends on the setting: if mentalist powers are relatively common, then splitting this up makes sense for the same reason as might/endurance above.
- Regardless of the above choice, there does need to be a skill that covers control & finesse with whatever powers (or equipment) you have. So you'd attack with shoot (or should that be re-named to blast?), and then control (or discipline or whatever) would factor into the chance of causing collateral damage.
- DFRPG has three stress tracks: physical, mental, and social. Fate Core only has two, with the mental stress track including social attacks. Given that we're removing DF-style spellcasting, I think the second option makes more sense here.
- Just as a personal preference thing, I intend to merge deceit and rapport into a single persuade skill. If you're an expert con-man, you can sell someone a story that happens to be true just as easily as one that's false. For characters that are persuasive but can't lie convincingly - well, that's what self-compels are for; enjoy your extra fate point.
- Athletics seems perhaps a bit too much of a must-have for this sort of setting. I'm considering three things to tone it down a bit:
- Using powers/stunts to spread around the general defense trapping - things like, as mentioned above, toughness powers letting you defend against attacks (and attack-themed maneuvers) using endurance.
- Using the core suggested optional rule that athletics can't defend against very-high-speed attacks - you're not dodging sniper rifles or lightning bolts. (Super speed powers would, of course, restore this trapping.)
- And, last but not least, allowing might to be used for movement if it's higher than athletics. A hulk-type brute can leap around a battlefield, bulling through anything in their path; they don't need athletics, just raw strength.
Ponderings and notes about how to run a superhero setting using FATE.
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