![]() ![]() Special Circumstances (8 pages): Specific guidance on how to handle chases and social conflict.Ĭustomised Tools (16 pages): This section got my attention, because I don’t like stress tracks and consequences the way Fate Core does them. The Big Game (12 pages): I thought this would be more campaign-building advice, but actually it’s about more significant rules changes, mostly for character generation races and character classes (effectively a preselected set of aspects, skills and stunts), creating scenarios as a list of aspects which you tick off as play proceeds, different power levels for characters (as in Bulldogs!). Stunts could have pre-requisites that let you unlock a better effect if you take advanced versions of them. (Actually, I had assumed that was how they worked anyway.) By default, a stunt lets you do one thing at +2 to the dice roll and is triggered when the players wants, but it could give you +1 to several things, or be triggered by an event in-game. By default, in Fate Core stunts are each tied to a skill but you could tie them to aspects, or to a piece of gear, or an aspect. Stunts (6 pages): This short chapter is about other ways to run stunts. One of the things I don’t like about Fate is the skills pyramid, and this chapter gives the designer’s notes on that, together with a range of alternatives to it columns instead of a pyramid, replacing skills with aspects (which is kind of what FAE does), bundling skills together into packages and so forth. This chapter is about adding, removing, and modifying skills to fit your game better. Skills (12 pages): Fate Accelerated has 6 approaches, and Fate Core has 18 skills. I’d be tempted to expand them to cover actual wounds, rather than those things like Angry or Hungry presented here. ![]() The chapter introduces Conditions, which are pre-defined consequences. Gear can have aspects too, as noted above these are effectively situational aspects the PC carries around with him.Ĭonsequences, as you will know if you’ve been following this little review arc, are temporary aspects imposed by wounds. It also looks at tweaking aspects to better suit a genre – for example, using the Bronze Rule, the party’s current quest could have aspects. An example from video games would be "Inflammable Barrels", which you could detonate to generate a new situational aspect, perhaps "The Bridge is Out". This chapter offers some more options for how to invoke aspects, of which my favourite is detonation – invoking the aspect in such a way that nobody else can use it again. The one that springs first to my mind is for a Sten gun – "Goes Off If Dropped". Moving on…Īspects (10 pages): The Bronze Rule of Fate is that you can treat anything as a character – anything can have aspects, skills, stunts, or stress tracks, which work the same way as they do for characters, but can be different. Introduction (4 pages): This explains whether, why and when you should use the toolkit. In a Nutshell: Supplement for the Fate system, expanding on and suggesting alternatives to the Fate Core rules.
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