Showing posts with label Fate Accelerated Edition. Show all posts
Showing posts with label Fate Accelerated Edition. Show all posts

Sunday, April 28, 2013

Xeno: A Fate Accelerated Edition One-Shot

After nearly a month of posting six-days a week it's not surprising that I'd miss a day. But real life does take precedence, and it's better late than never. I also think that this was well worth it, because I'm presenting a highly focused FAE hack: Xeno.

This is intended not only to show off various things that can be done with Fate Core. It's intended to happen with a specific structure - that typically found in the source material it emulates. It also may not be perfect, because I kind of rattled it off the top of my head in the space of a day or so. Either way, it should serve as a great starting point for anyone wanting to run a convention game, demo or other.

You can grab Xeno from this link:

Wednesday, April 10, 2013

Invader Zim

Since Gir was so popular, here's Zim in Fate Accelerated Edition terms.

High Concept: I am Zim! This one is self-explanatory.

Trouble Aspects:
Wooooo! Step 1 went smoothly! Zim's plans often don't work quite as well as he thinks they did. Invoke to help make a plan work out well, compel to ruin it spectacularly.

Gir! Earth is our enemy! Zim doesn't understand many things about Earth. Invoke when Zim establishes a fact that isn't true (
like Yes, arm control nerve!) or compel to have something about Earth work against him (So, this rain... is it poisonous?).

Humans and their filthy friendship! Zim acts like he doesn't need any help from human friends. Invoke when Zim wants to exploit human relationships, compel when he needs to work with humans.

My squeedly spooch! Zim has Irken physiology. Invoke when something that should affect a human does not affect him, compel when his physiology causes him problems.


Approaches
Bossy: Fair(+2)
Crazy: Average(+1)
Paranoid: Fair (+2)
Devious: Good (+3)
Brainy: Average (+1)
Competent: Mediocre (+0)

Stunts
Brilliant Disguises: Like Gir, when Zim is in disguise no one notices that he is not human.

Irken Technology: Zim has access to all manner of devices including his PAK and his voot cruiser. Once per session, choose one Approach and gain a +2 to using it for the session.

Monday, April 8, 2013

Gir (And How Awesome Fate Accelerated Is)

Last week's Flashback Friday was Teenagers From Outer Space, and that got me thinking about how it could work for newer animated shows such as Invader Zim. Then I realized that everything kind of maps over to Fate Accelerated Edition. Then I made a stab at writing up Gir in FAE.

Before I deliver the goods, I want to repeat something I believe +Robert Hanz pointed out: in a game that is trying to do something like Invader Zim, all aspects are Trouble aspects. In fact, the plots of any game inspired by Invader Zim or similar shows are driven nearly exclusively by trouble. Because of this, all of Gir's aspects are trouble aspects.

So, without further adieu here's my version of Gir.

High Concept: I...Don't...Know. Gir was made from discarded parts of other SIR units. Invoke or compel to establish new facts about Gir.

Trouble Aspects
Yes. Wait a minute... no. Gir is often contradictory. Invoke or compel when contradicting or changing an already established fact.

Awww...I Wanted To Explode. Despite his silly and nonsensical nature, Gir is capable of mayhem. Invoke when causing chaos and destruction, and compel for the same.

And It's A Thermos! Gir's head can hold any number of objects. Invoke when pulling out a specific object, compel to force a specific item or lack thereof.

It's Advanced! Gir is still a robot. Invoke or compel for things robot-like.


Approaches
Bossy: Average (+1) 
Crazy: Good (+3)
Paranoid: Fair (+2)
Devious: Fair (+2)
Brainy: Average (+1)
Competent: Mediocre (+0)

Stunts
Duty Mode: Because Gir is a SIR unit and still occasionally subject to programming, once per game session he can switch his Competent and Crazy Approaches when performing a specific task such as performing guard duty, operating a device or vehicle, or gathering information.

Dog Suit: When Gir is in his dog suit, nobody notices he is a robot or that anything he does is out of the ordinary.

Flight: One of Gir's more persistent abilities is flight. When necessary, he can ignore any barriers to movement.

Addendum
+Robert Hanz pointed out we had previously agreed "I Must Obey The Taco Man!" was a mandatory aspect. It is true, and it's hard to figure out which one it should replace so I say give Gir six aspects. Also, I discarded a stunt that would have read "At the beginning of the session, replace any of the Trouble aspects with a random aspect rolled on a table consisting of Gir quotes."