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Flinn_Furious
2019-03-06, 11:00 PM
This system is designed to be a basis for supernatural type action shows, like Supernatural or The Gifted. People have powers, but the're not omnipotent.


Skills
There are only three different Skills. While every skill can be used to create an advantage or potentially Overcome, there is a new system called Focus that further defines what something is good at.
Agility
How fast and reactive you are. Rolled when attacking at range or defending against most attacks.
Might
How strong and tough you are. Rolled when attacking or defending against internal attacks. For every +1 you have in this skill gain a stress box of equal value to your total amount in this skill. For example, a Might of +3 would grant you 1-point, 2-point, and 3-point stress box.
Mind
How intelligent and wise you are. Rolled when casting a spell or defending against mental attacks. For every +1 you have in this skill gain a will box of equal value to your total amount in this skill. For example, a Mind of +2 would grant you 1-point and 2-point will box.


New Terminology
Will
While stress tracks all kinds of harm, SCS is definitely a combat focused game. There's not really call for a track that displays how well you're doing in a conversation. Will represents your inner drive, willpower, and sheer determination. You may spend a Will box to gain Focus equal to the value of the box spent. While in Conflict you recover your lowest spent Will box at the start of your turn.

Aspect Bonus
This is how you resolve situations when not in combat. Basically, if a Character Aspect can be invoked to assist on a non-combat roll, such as Well Trained EMT being used in a car chase, it automatically applies a +2 bonus. You may then spend a FATE point to invoke for an additional +2 or reroll. You may still apply a skill to the roll if appropriate. Aspects may even reduce the roll by -2 if appropriate. You may apply Will outside of conflict, but it doesn't come back until the end of the scene.

You may notice a distinct lack of conversation and social player options. This is on purpose. Storytellers are encouraged to focus less on how high your skill bonus is and more on how what you say and the preferences of whomever you're talking to. Attraction, like and dislike, these are all very subjective and sometimes they seem completely random. A veteran big city police officer isn't likely to be intimidated with threats of violence and a small children probably won't find sophistication and good manners endearing. This is where Focus and Aspect Bonuses are likely to come into play.


Stress Inflict/Reduce
While base FATE has all combat bonuses represented by Shifts, SCS alters how much Stress is inflicted with a single attack. If the attack is successful then additional stress is inflicted. It is not inflicted on a tie or fail. Stress can also be reduced, but never below 1. Stress inflicted can never exceed +2. For example, if you have a Shift of +1 and Inflict of +2, then the target would have to tick a 3 point stress box. If you have a Shift of -1 and Inflict of +2, the target would not have to tick any box.

Focus
While the skills and magic are broad, certain skills are better for certain things and certain types of magic are better at dealing with specific situations. For example, you could use Agility to leap between pillars or Might. If the pillars are hard to balance on Agility would be better, but Might would be better if there were a great distance between them. More explicitly, shooting lightning at encroaching evil plants isn't as effective as burning them with a wall of fire. That is where Focus comes into play.

Focus changes how you roll dice, ranging from -3 to +3. It automatically changes the result of a rolled die to +1, if the Focus is positive. If you're trying to use something it's clearly not suited for, like shooting fire at a salamander (the magical kind), then Focus can be negative. Like Aspects you can make the case if whether or not Focus comes into play. For example, if you had a Focus of +2 you would only roll two FATE dice, treating the other two as if you had rolled +1s.

Powerful/Weak
This is yet another modifier on your dice rolls that can greatly change how the game is played. A Powerful roll is when something truly extraordinary happens, like a spell collapsing a building. Weak is the exact opposite, like a spell practically failing. When you roll Powerful changes all -1s to 0s, 0s to +1s, and +1s to +2s. When you roll Weak changes all +1s to 0s, 0s to -1s, and -1s to -2s. Neither modifier is especially common.


Playing the Game
Maneuvers
There are number of different things you can during combat that can help alter how the game is played. Every character receives 1 Major Action and 1 Minor Action.

Major Actions
Attack
Use a weapon, your bare hands, or even a special power or spell and attempt to harm another creature.
Create An Advantage
Very wide ranging, but basically you try to tip the fight in your favor. For more details, check out the FATE SRD.
Full Defense
Focus entirely on defending. Grants +2 on all defend rolls.
Minor Action
You can always take another Minor Action in place of your Major Action.

Minor Actions
Move
Move from your current Zone to an adjacent Zone.
Take Cover
Hide behind any available defenses. May not always be viable. Grants +2 on defend rolls, but only if the attack is coming from outside of your Zone. Lasts until the start of your next turn.
Recover
Take a moment to collect yourself. Recover your lowest spent Will box.
Interact
Inject a syringe, open a door, switch out weapons, etc. Basically anything that doesn't directly qualify as another action, but could still have an impact.

Flinn_Furious
2019-03-06, 11:07 PM
Campaign Setting, Verdant

This is campaign setting designed around FATE SCS. This is a world in which magic has returned to humanity in the worst way possible. People and animals were transformed into dangerous monsters, inhabiting the new primeval world that came to be known as the Verdant. Only massive walled cities provide any protection, the urbanization and concrete solidly resisting the magical terraforming. Mankind's only real defense are the Warlocks, rare humans born with inhuman features and magical powers.

A Placeholder For Now.