I am working on a fantasy module for Fate Accelerated and I wanted to create a few magic items that you would traditionally like to get in such games. I have started with potions and created two potions that I think will work well in FAE. Β Let me know what you think!

Green Potion
This is a potion of healing, it will remove the top two most stress that you have checked (will remove stress 3 and 2 if all 3 are checked). Drinking this potion takes the place of an action during combat. The entire bottle of the potion must be drank in order for this effect to take place. The potion is light green in color and smells lightly of cinnamon. This potion tastes like a small dab of honey on your tongue and tingles all the way down.

Blue Potion
This is a potion of defense. Gain the stunt “Because of the blue potion, I get an extra +2 when I carefully defend an attack.” until the end of the scene. The entire bottle of potion must be drank in order for this effect to take place. The potion is dark blue in color and has a light jasmine smell to it. The potion tastes like an uncooked frog and dims your sight for a moment as it goes down.

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Part 2 (see part 1 here)

After game creation, I had Ara and Brennen create their characters. Character creation took about 15-30 minutes, and I was explaining to a player that had never played a fate game before. Here are the characters they created.

Brennen – playing Annie Waterhouse(she smalltown American Girl)
High Concept – Finest Appretice to the swordsmaster Takashi Kato
Trouble – Crippling Protectionist
Aspect – still can’t forget Tyberious for making me clean up his mess
Approaches:
+3 – Careful
+2 – Quick, Sneaky
+1 – Clever, Forceful
+0 – Flashy
Stunts – Master Katana, +2 careful attack in melee,
+2 sneakly advantage to at a location,
+2 to physically overcome obstacles

 

Ara – playing Tyberious
High Concept – Biohacked Assassin of Bitol Corp
Trouble – Bitol Corp wants their biohacking back
Aspect – When Annie’s in Trouble I’m there.
Approaches:
+3 – Quick
+2 – Forceful, Sneaky
+1 – Careful, Clever
+0 – Flashy
Stunts –
Because of my 9mm, I get a +2 when I forcefully try to attack a single opponent,
1 per session pull a weapon out of nowhere reload under duress,
Because I am bio-hacked i can find an ally once per session.

We started in the City of London in a little pub on Earls Court. We decided the the two lived above the pub and while they didn’t own the pub itself, they were seen as special interests by the pub owners. This is where they are approached by an associate of Mister M. The associate proposes a heist job for a the last can of tuna known to exist. It just happens to be in the hands of a Professor Muto, whom they had just completed a different job for. The man offers a low figure, but Alice is able to overcome his resistance with a good roll and get him to negotiate up to 4.5 million credits, with half delivered up front and the other half on completion of the job.

This is where the guys took a path that I was able to handle far easier than I would have in other games. Alice wanted to try and get a job at the university briefly, to get an inside viewpoint of what they are going after. Tyberious wanted to plug in and find an ally that knows something about Professor Muto or his lab. I had Brennen roll to overcome and obstacle to see if Alice could get a job, and the roll was successful. So now that Alice had a position there, I had him roll to create an advantage. Brennen was successful again and I created a situation aspect for the heist called “Admin Assistant for the Week” and gave Brennen the free tags he had earned with a good roll. I handled Ara’s the same way and he added another situation aspect called “Ally Who Knows Muto” with one free tag.

Now that there preparation was complete, I needed to have a way to set up a visualization for the lab they were going to be infiltrating. My first thought was to search for a blueprint of a room, but I discarded that idea for a quicker and simpler method. I used my circles that were going to represent my “zones” and just set them up in a row to represent the different areas they were going to need to get through of the lab. Then I set up aspects that they would need to overcome in each of those zones. Here is what it looked like:

MalteseTuna1

Now they had learned that Muto had four “research assistance” that were always with him in the lab and looked more like guards than students. In order to make it into the lab, Alice used her advantage to lure one of the guards up and get through the door that way, instead of trying to force their way in. Once they get past the “DNA locked door” they have to face the guard that just opened the door. With some good rolling, Alice sliced off his arm with enough shifts to tag him with an aspect “Lost Arm”. Yes, she sliced off his arm. πŸ™‚ Tyberious was then able to tag that aspect and boost his roll to finish off the guard with a blow to the head from his 9mm.

Here is how I quickly stated up the four guards:

Steel Assassin – Judo, Forceful +2 Stress 3 boxes

 

Steel Assassin – Shooting, Quick + 2, 2 stress boxes

Two were the Judo guards and two where Shooting. It was super fast to stat them up on the fly.

They moved on to the next set of guards and Annie throws the severed arm right onto the table between them, surprising them and adding an advantage tot he situation of “Scared Stupid”.

malteseTuna3

Tyberious then also gives them “A Way Out” and encourages them to leave instead of being killed. With a fate point, Ara gets one of them to leave, but the other pulls a gun and begins firing. Annie jumps into the next zone and disposes of the guard “Wu” with one swipe of her katana, severing his legs. The other guard is rattle by Tyberious’s shooting, but not injured but Tyberious takes enough of his attention to allow Annie to relocate the top of the guards head with her katana, leaving only the professor.

MalteseTuna6

I stated up the professor right then as well, here is how he came out.

Proffessor Muto, +3 clever, +2 quick, +2 careful, 3 boxes, mild, Moderate
Stunt: When carefully attacking an oppontent +2.

The professor fires at Tyberious and misses, then Tyberious hits the Muto good and the Professor has to take a Moderate Consequence of Shot in the Arm, just to stay up. At this point, they clarify what they want and Professor Muto grudgingly gives them the Tuna. However, he does promise that they will be sorry for killing his guards once their employer is notified. The two leave and Tyberious has his ally remove the video footage from the scene to keep their name clear.

And this is were we ended. We played for 3 and a half hours and it was great game. Add to that the fact that I had absolutely nothing prepared and felt comfortable with that knowledge when I started the game. I have to say that no other system has allowed me to do that. Brennen and Ara had enough fun that they want to play again next week and see what fallout happens due to this heist. I cannot wait to see either. πŸ™‚

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This is Part 1 of my Actual play write-up…

I had the opportunity last night to run a Fate Accelerated game for two friends over Google Hangouts and wanted to share my experience. First, I have only ran the Fate Accelerated once before and played it a few times, so I am still pretty new to the game. Even so, the game ran smoothly and was pretty easy to handle as the GM.

Game Creation

Even though this was likely to be a one shot, I wanted to give my friends the full Fate Accelerated experience since they were playing for the first time. To do this, I borrowed the game creation worksheet from Fate Core and I had them give me the idea of what they wanted to play. Now, before playing Fate Accelerated, I would have been way too nervous to do this and play in that game setting on the same night. In the past, we may have made a world, but then I would have wanted a night or three between the creation and the first session to give me an idea of what to do. However, with Fate Accelerate (or FAE from here on out) I was confident that I could handle whatever they threw at me. This is a huge plus just on its own.

In around 20 to 30 minutes, Ara and Brennen had given me the following items for the game world:

  • Cyperpunk version of assasins creed cross with blade runner and the maltese falcon.
  • Ganster, kaper, heist

With these two points, we had our setting and scale.

Next, we discussed the issues their characters would be facing, and came up with the following:

  • Gangs vying for control of the city, playing gentlemen hitmen, like ronin, hired by the various factions, eventually asked to killed some of the friends
  • Immediate job to go get something from someone we just did a job for
  • One of the last frozen tuna, high grade, like a ruby, from someone they did a job for.
  • Mr. M wants sushi and hasn’t had it in 50 years.

We fleshed out the setting and issues a little to get that they were in a city with a power vacuum. The city we used was London, at some future date and time. Ara and Brennen were two associates that worked together for mutual benefit. They had just finished a job for a Professor Muto, killing off someone for the benefit of his career.

Now they are about to be approached by someone who wants them to steal a prized possession from Professor Muto, the last known can of Tuna in all of London and quite possibly the world.

Tune in more tomorrow for Part 2 – Character Creation.

 

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We were able to play a second session of Diaspora last night. I was looking forward to it because we ended on a cliffhanger last game that seemed to be the start of a conflict. I was right and I got to experience the rules of combat in Fate for the first time. Brennen ran the game again for me and John, here’s how it went

***
Lanky humanoids that looked to be made from or coated in tar confronted us at the mouth of a path going into the forest. One taller than the rest stood out and made a threatening motion with his spear and we prepared to fight. Well, at least Sl’th’x did, Mara took off and vanished into the trees before the fight even began. Sl’th’x was surprised at Mara’s action, but he buffed up tall, trying to appear large and scary in the hope that it would scare off the people and leave him to the gold chuck in the ground. It didn’t work.

The guy out front chunked his spear at Sl’th’x with amazing accuracy. The spear hits, but thanks to Sl’th’x’s thick scaly hide, it only produces a small wound. The wound unfortunately begins to bleed freely. This enrages Sl’th’x and he throws down his energy trident and speeds forward, attacking the humanoid with teeth and fangs.

Meanwhile, some of the tar people follow Mara into the woods. She drops down from the trees and eliminates all four of them with some stunning moves. She then attempts to draw more of them into the woods so she can dispatch of them just a quick.

Sl’th’x flips blood at the creatures eyes as he rushes him, but the creature is agile and avoids Sl’th’x attack. They dance around, each trying to land a good solid blow on the other, but neither is successfully. Finally, they lock their arms together, trying to overpower each other.
***

This is where we left off for the night. It ended up being a fairly short, but fun night. The combat ended up taking so long because we were all new to the combat system in Diaspora. We spent a lot of time making sure we had all the rules correct and it was tough for me to figure out when and how I should use my fate points. I am positive though that next week it will go faster and will continue to do so as we grow comfortable with the system.

I had to give Brennen a hard time because combat for me sure did seem like a lot of misses, but I enjoyed the game. I did miss a lot, but, it is important to remember that my character was not built as a combat orientated character and the dice were not treating me well either. So far, I like it much better than a d20 system because I do feel that the dice are much more balanced.

I am looking forward to next week and hopefully I will put some hurt on that tar creature!

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We got a chance to play Diaspora this week, ran by Brennen. The two players were me and John, and our characters are Sl’th’x and Mara.

The story begins with us and two other crew members, Captain Jack Mattson and Lena, getting hit from the military for a job we had just pulled. Sl’th’x deftly gets them to a different planet, but has to sacrifice the ship in order to throw off pursuit and makes a crash landing in a large body of watter not too far from off the coast from the city. The crew ejects in a cargo container before the ship actually crashes, and are carried underwater. Sl’th’x can breathe underwater, and thanks to some drugs administered by Lena, the rest of the crew is able to endure for a limited amount of time.

Mara does not seem to be able to swim, or she is starting to panic, so Sl’th’x ties a cord around him, and then ties it around her as well. His intent is tie it around the rest of the crew as well, since he is the best swimmer, and swim them all to safety, but his actions are interrupted by a giant size eel! Sl’th’x acts fast, raising his energy trident and tries to fry the creature, but misses. He then gets lucky and fries the eel, using the cargo container as a medium to delivery the bolt right into the creatures mouth, but the trident is pulled form his hands in the act. He then cannot see Captain Mattson or Lena, so he swims Mara to the surface. He leaves her there to go search for the other two.

When he gets back down there, he cannot find anyone, but he sees bigger aquatic life is beginning to move into the territory. Then he sees another eel, not as big as the first, but still bigger than him, with a foot sticking out of its mouth. He looks for something to use to kill the eel with, and sees a flickering light below. Heading towards it, he finds his energy trident! It appears to be broken, but he makes a few adjustments to it and thinks it will still be able to make a couple of shots. Looking around though, the eel he saw is no where in sight.

He finds no other signs of the rest of his crew, and not wanting to leave Mara alone for long, heads back to the surface. He finds Mara and another body with no head floating by her. They decide it is best to get to the shore and hope the others made it as well. Sl’th’x ties the rope back to Mara and he swims swiftly for the closest shoreline. They make it to a beach, but the environment looks very wild and foreboding.

They take a few minutes to gather their thoughts, and then Sl’th’x sees something glinting with sunlight several yards down the beach. He takes off for it, and finds what looks to be a large lump of gold sticking out the sand. He reaches down to pick it up, and gets an electrifying shock. Through stout resolve he is able to let go. When he does, he finds Mara running up to him, asking him what he found. He doesn’t know, but he is determined to find out. He thinks that if he can yank really hard, he could pull it out of the sand and stop it from shocking him. He crouches down and tenses his muscles, then grabs the object again and pulls with all his might. Electric shock jolts through his body again, but this time he continues to pull and refuses to get go. Finally, the shock lessens and stops altogether, but the item does not budge. He then begins to dig around it, trying to find the bottom.

It is because of this object, that both he and Mara are surprised by the appearance of humanoids as they surround them. They are holding spears, and around there necks hang necklaces with what appear to be gold nuggets. Sl’th’x eyes focus on the gold nuggets hanging around their necks as he contemplates his next move…

This is where we ended the session for the night. It is a fun game so far and Brennen did use many compels throughout the game. I am looking forward to finding out how a longer combat encounter is going to go. I was a little disappointed that our two NPC’s seemed to have died. I was hoping that they would turn up throughout our game as valuable allies in different situations. They still might I guess, we will just have to see how Brennen plays it.

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