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Legendary Sidekick

Staff
Moderator
You can roll 3u1 for the rest of the dice, or just reroll 4u1+MOD.

I didn't see your roll, but yeah, you can take that to mean if you rolled a +1, I'm letting you keep it. If you didn't roll a +1, do a full reroll. Of course, the modifier counts once.



EDIT - Yeah, saw the roll and I forgot notice was Ariel's best skill. So roll 3u1 and we'll add the result to the 5.
 
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Ireth

Mythic Scribe
This is my roll, as is posted in the RP:

embed


So I guess that's a "yes, keep it". Fine by me. :) I'll watch my keys better next time!
 

Legendary Sidekick

Staff
Moderator
Not just keep it, but roll "3u1" to roll the rest of your dice.

Rolling 1u1 ruled one die, and since it was in your favor, I think you should keep it rather than re-roll all 4.
 

Devor

Fiery DEATH!
Moderator
Is there a reference for how magic works in this world? I'm hoping I didn't overstep.
 
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Ireth

Mythic Scribe
I think you're okay, Devor. Magic works in a few different ways, depending on who does it. Pixies like Mariya do mainly elemental magic, while Vincent has some flashier stuff like fireworks and telekinesis. Not sure what a Leprechaun can do, but in a test like this, I think finding out is half the fun!

EDIT: So Ariel's Notice beat Furtano's Magic by 2. Am I free to post as I wish with regards to her spotting him, or should I let our Legendary GM handle that?
 
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Legendary Sidekick

Staff
Moderator
The short version of magic, since I don't know when I'll put up the sticky about damage and such…

I want to preserve the CHARGING system we had, and I'll make it simple.


CASTING ROLL: As long as your roll is > 0, you cast a spell or can opt to charge.
* If you cast an attack spell, your target can defend using athletics (if the spell can be dodged) or will (if the spell is a mind trick). Magic can always defense magic, so if your character is a great magician, just use magic on the defense roll.
* If you cast a support spell, defense is not required so > 0 is successful. Period.

CHARGED ROLL: If you opt to charge, now the spell can fail! So let's say Devor rolled a 1. Not his lowest possible roll, but then, you can't charge a 0, so 1 is really the best number to charge.
* If Devor rolls 1 again, he's stuck charging for another turn. The magic is swirling around him and he's doing all he can to maintain control.
* If Devor rolls a 0, the spell blows up in his face. Conceal voice is a harmless spell, so the caster might get annoyed, but that's it. An attack spell will hurt the caster when it blows. Since the fail is only by 1 shift, the stress box marked (1) would be X'd out (or reddened on the game screen).
* If Devor rolls a 2 or better, the spell is released and stronger than usual. The benefit for an attack spell could be AoE.
 

Devor

Fiery DEATH!
Moderator
So if I charge, do I immediately roll again?

I was thinking the Leprechaun should have power over light and sound and wavelengths through the air. That might give him something like a weak "faerie fire" that does minor (radioactive) damage as a basic attack spell as well as the illusions.

Also, I've decided that Furtano isn't his real name, but an assumed one. I'll give him another name later.

@Ireth, he wasn't trying to hide. He wouldn't have expected anybody to be coming by. The spell just muffled his voice, to avoid attracting the wildlife so I think it was pass/fail. It probably wasn't the only precaution he took, but the only one that affects the gameplay going forward.
 
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Devor

Fiery DEATH!
Moderator
A Fate die is a six sided die labelled:

+, +, -, -, 0, 0

They are also called "Fudge dice." I don't know why.

On any roll, you roll four of them. Add the pluses, deduct the minuses, and your average roll is 0 plus your skill modifier. With four dice, a roll could be as high as 4 or as low as -4, plus your modifier.

There's a "ladder" in the book showing how well you did with the roll:

8 - Legendary
7 - Epic
6 - Fantastic
5 - Superb
4 - Great
3 - Good
2 - Fair
1 - Average
0 - Mediocre
-1 - Poor
-2 - Terrible

On a more simple note, the book says that the GM sets a number, or your opponent rolls a defense, and if you succeed by three or more you "succeed with style."

On rolz, the roll is:

4u1+Mod #SkillName
 
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Legendary Sidekick

Staff
Moderator
@Devor—to answer your question about charging:

Yeah, but you'd need to out roll a 5, so it's probably best not to. (That, and if it's not an attack spell, there's probably no point in charging.) I'm going to put together a list of things I think are important.

I just read the PDF's suggestion for healing, which is that it reduces the severity of a consequence. I get their point, which is that healing shouldn't be *ping*—it's like you was never hit! So, I'll go along with that, using pink as the recovery color. Basically, it will mean your severe consequence slot is still taken until you leave the map (which is when moderate consequences recover since there's no way to split play-by-post into "sessions").

Devor, do you know when you can un-X stress boxes? It seems as if you can't until the scenario is over, unless I missed something (which in a 200+ page document is quite possible). I'm trying to play each scenario like a video game would, with a boss at the end, so… I feel like stress should drop between maps. If there's no clear answer, I'll home-brew that by either gradual recovery (stress boxes turn pink at the end of one map, white at the end of another) or partial recovery (your highest red mental and physical boxes turn white).

For magic, I need to explain what spells can do. You can make things up (oh, and you can override that 5-minute effect on conceal voice with "until you want to speak again"), but I'll give an example of certain spells so you're just trying to match the power level.
 

Devor

Fiery DEATH!
Moderator
Devor, do you know when you can un-X stress boxes? It seems as if you can't until the scenario is over, unless I missed something (which in a 200+ page document is quite possible). I'm trying to play each scenario like a video game would, with a boss at the end, so… I feel like stress should drop between maps. If there's no clear answer, I'll home-brew that by either gradual recovery (stress boxes turn pink at the end of one map, white at the end of another) or partial recovery (your highest red mental and physical boxes turn white).

I will look it up.

I have a hard copy of "Fate Accelerated," which is the same system with one change condensed into 45 pages. I threw it into an Amazon order thinking I might try to run a game, and then decided I didn't have time. But that does make it very easy for me to look things up.

Okay, here it is verbatim: "At the end of each scene clear all your stress boxes."

The one difference, by the way, is that the game abandons "skills" in favor of a very watered down "approaches" system. I like skills better.
 

Legendary Sidekick

Staff
Moderator
Instant recovery! I like that even better. Done.

PS- I drew Furtano with a cutlass as his weapon. I knew he had a sword but I think I only guessed at the kind. Lucky guess!
 
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Legendary Sidekick

Staff
Moderator
I was going to get into leveling up later, but just to let you know, I'm not home-brewing the level-up system since Fate's is working for me. The idea is that you get a skill point, which let's you learn a skill or improve one. However, the catch to improving is that you can't have more Superb skills than Great skills, more Greats than Good and so on.

Graphically, there should always be a skill in the box below another skill. What this ultimately means is that with 10 skill points, you could learn some new skills, but if you choose to simply improve the 10 you have, you would end up with 2 superb skills.

You'll note that in order to improve skills under this rule, you might need to have more than one skill point available. In the following example, I wanted to improve my great skill to superb right away, so I needed 2 skill points to do that.

Fate-Skills-Level-Up.png


Also, once I've spent my 10 points, I have no way to improve skills. Might as well learn something new with my 11th point… maybe magic?
 
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Devor

Fiery DEATH!
Moderator
I was just looking at the skills a little closer, and I'm not sure if hiding his wand should have been Burglarize, Stealth or Deceive.

Also, it's a little silly. But whatever.
 
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Devor

Fiery DEATH!
Moderator
Okay, I think I'm settled on my changes to the character sheet.

ID: Furtano ----- Burglar
An experienced burglar who.....

Aspects:
Burglar and Escaped Pirate Crewman
Scarred by Betrayal and Forced Time at Sea
Cherishes the Leprechaun Trapped in His Wand

Skills:
Good/Great: No change.
Fair: Empathy, Fight, Rapport
Average: Athletics, Deceive, Drive, Notice

Stunts:
Sneaky Magician: +2 Stealth while wielding his wand.
[Pending Approval] Smooth Mocker: Use Rapport to make mental attacks. (similar to the stunt Mind Games under deceive, it would involve building a positive connection and then using it against them)
[Pending Approval] Empathic Con: Use Empathy instead of Burglarize or Deceive to gather information from someone related to a heist. Or +2 when using empathy to do so? I'm a little confused as to whether that's normally an acceptable use of Empathy or not.

I'm still redrafting his background, but it should be easy enough to add at the end of the character post or something.
 
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Legendary Sidekick

Staff
Moderator
Both are good.

Smooth Mocker
needs a condition so it's more than just a sub for Provoke, and that condition is built into your parenthetical, so as long as there's an RP before battle so you have the opportunity to build a positive connection, then yes, that works.

Empathetic Con… I don't see why not. The PDF has this sample Empathy stunt:
Lie Whisperer.
+2 to all Empathy rolls made to discern or discover lies,
whether they’re directed at you or someone else.

I think yours should be at the power level of Lie Whisper, so let's go with: "+2 when using Empathy to gather information from someone related to a heist."
 
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