Fate Heroes - Part 0b - Minuteman
That's it! I'm finally ready to tackle my Fate Heroes report!
Read this if you don't know what I'm talking about. To sum it up, I will be solo-roleplaying a superhero adventure, playing Minuteman, a Freedom Force character, using the Fate v3 system and Mythic.
Minuteman
Here are the stats for Minuteman. I use the regular Fate ladder that goes from Mediocre (0) to Superb (+5).
Skills
Superb (+5) : Resolve
Great (+4) : Leadership, Melee
Good (+3) : Might, Athletics, Powers (10 pts)
Fair (+2) : Endurance, Alertness, Science, ?
Average (+1) : Ranged, ?, ?, ?, ?, ?
Everything else being at Mediocre (0).
Composure : ooooo ooooo OOO
I get into a bit more details about the Health and Composure track below but it's not mandatory read to follow the adventure, so feel free to skip if you don't like crunch ;)
The little circles (usually boxes but it's easier to type) represent stress. Each time you get physically diminished, you tick the box corresponding to the level of stress taken. If you take 1 stress you tick the first box. If you take 3 stress, you tick the third box (and only the third one!). If a box you should tick is already ticked, you "roll up", ticking the next free one.
Finally, when no more boxes are left, you get into Consequences, the big circles here. Whenever stress rolls up over your stress boxes, you tick the next Consequence box. While stress boxes merely represent fatigue or little nicks, consequences get more and more serious. You might be out of breath, then have a wide bleeding wound and finally broken legs.
If you still get stress past that point, you're Taken Out. Doesn't have to mean death, but you're still out of the picture.
For the composure track, it's exactly the same but with the mental (fear, keeping your wits about, etc...)
Powers (10 pts to distribute)
Hyper leap (+3) : regular characters use Athletics to run and jump like most people would. The Hyper leap power allows incredible jumps like hopping up to a roof and down from there, or crossing large distances with a single leap (possibly avoiding many land obstacles).
National Guard (+3) : not yet well define. My idea is that it puts a "Protected from bullets" aspect on Minuteman
Minute Missile (+2) : not yet sure either. For now, it's an alternative to the Ranged skill that can be used to damage or to place a "Dizzied" aspect on someone (the Minute Missile is an energy bold in the shape of an eagle that stuns people)
Aspects
I won't go into too much details as these might change and because you need to know a few things from the Freedom Force game to get some of them. I'll try to explain them when I use them. But as for what Aspects are to begin with, well... here's the official description. To sum it up, it's a descriptor of the character's behavior, beliefs, and things important to him. In game, when a die roll is low, you can pay a Fate Point, invoke an appropriate Aspect and you'll get either a +2 to the roll or get to reroll it. It's a story tool that says "my character should do well on this task because..." the same way movie characters do. For now, let's just say it's one of the best parts of the Fate system as it makes non statistical elements have an effect on the game ;)
Fate Points
They allow me to invoke/tag/compel Aspects (Minuteman's but also others!) to get +2 to a roll, reroll or even force someone to act in a certain way. I get 1 point per defined Aspect (10 aspects maximum), which makes it 10 Fate Points.
There! I think I have it all. That's who I'll be playing through the adventure. Next post, the adventure itself! (never thought it'd take so long to get there)
Read this if you don't know what I'm talking about. To sum it up, I will be solo-roleplaying a superhero adventure, playing Minuteman, a Freedom Force character, using the Fate v3 system and Mythic.
Minuteman
Here are the stats for Minuteman. I use the regular Fate ladder that goes from Mediocre (0) to Superb (+5).
Skills
Superb (+5) : Resolve
Great (+4) : Leadership, Melee
Good (+3) : Might, Athletics, Powers (10 pts)
Fair (+2) : Endurance, Alertness, Science, ?
Average (+1) : Ranged, ?, ?, ?, ?, ?
Everything else being at Mediocre (0).
- Powers is a skill I use to represent how super powered an individual is. It's specific to my Fate Heroes variation.
- The interrogation marks are skills I haven't decided upon yet. If during the adventure I see I don't have a skill I need to roll for and that Minuteman would likely be at least somewhat good at, I'll add it in these slots.
Composure : ooooo ooooo OOO
I get into a bit more details about the Health and Composure track below but it's not mandatory read to follow the adventure, so feel free to skip if you don't like crunch ;)
The little circles (usually boxes but it's easier to type) represent stress. Each time you get physically diminished, you tick the box corresponding to the level of stress taken. If you take 1 stress you tick the first box. If you take 3 stress, you tick the third box (and only the third one!). If a box you should tick is already ticked, you "roll up", ticking the next free one.
Finally, when no more boxes are left, you get into Consequences, the big circles here. Whenever stress rolls up over your stress boxes, you tick the next Consequence box. While stress boxes merely represent fatigue or little nicks, consequences get more and more serious. You might be out of breath, then have a wide bleeding wound and finally broken legs.
If you still get stress past that point, you're Taken Out. Doesn't have to mean death, but you're still out of the picture.
For the composure track, it's exactly the same but with the mental (fear, keeping your wits about, etc...)
Powers (10 pts to distribute)
Hyper leap (+3) : regular characters use Athletics to run and jump like most people would. The Hyper leap power allows incredible jumps like hopping up to a roof and down from there, or crossing large distances with a single leap (possibly avoiding many land obstacles).
National Guard (+3) : not yet well define. My idea is that it puts a "Protected from bullets" aspect on Minuteman
Minute Missile (+2) : not yet sure either. For now, it's an alternative to the Ranged skill that can be used to damage or to place a "Dizzied" aspect on someone (the Minute Missile is an energy bold in the shape of an eagle that stuns people)
Aspects
- For Freedom!
- I must take care of Liberty Lad
- The Reds must be stopped!
- Might makes right
- Protecting the people of Earth
- The Patriot (his staff)
- Used to conceive H-bombs
- No one left behind
- "I'm tired of these antics!"
- Eternal Vigilance (tag to protect from bullets)
I won't go into too much details as these might change and because you need to know a few things from the Freedom Force game to get some of them. I'll try to explain them when I use them. But as for what Aspects are to begin with, well... here's the official description. To sum it up, it's a descriptor of the character's behavior, beliefs, and things important to him. In game, when a die roll is low, you can pay a Fate Point, invoke an appropriate Aspect and you'll get either a +2 to the roll or get to reroll it. It's a story tool that says "my character should do well on this task because..." the same way movie characters do. For now, let's just say it's one of the best parts of the Fate system as it makes non statistical elements have an effect on the game ;)
Fate Points
They allow me to invoke/tag/compel Aspects (Minuteman's but also others!) to get +2 to a roll, reroll or even force someone to act in a certain way. I get 1 point per defined Aspect (10 aspects maximum), which makes it 10 Fate Points.
There! I think I have it all. That's who I'll be playing through the adventure. Next post, the adventure itself! (never thought it'd take so long to get there)
Labels: fate, fate heroes, freedom force, roleplay, superheroes
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