One thing to keep in mind, that I won't be getting to just yet, is that I want to break actions down in more "comic book" way. That means a move to panels, pages, books as units of time measurement. If you've ever played the great super-hero game Golden Heroes (currently back in print as Squadron UK) you'll know the direction that I want to take.
Comments are appreciated, and I do moderate my comments because of heavy spamming. Don't fear, I get to approving comments pretty quickly.
All right, here's part one of Spirit of the Four Colors:
The Basics
Things You Should Have
You’ll need a few supplies along with these rules to play the game. Here’s a list of mandatory items, as well as some recommended ones.You’ll need:
- Four Fudge Dice for each player and the GM. If you don’t have Fudge dice, see Grey Ghost Games (www .fudgerpg .com) or your local RPG dice supplier for a pack, or just substitute regular six sided dice.
- Some copies of character sheets or at least blank paper to record characters.
- Writing implements.
- Friends. (For running a game, the sweet spot’s somewhere between two and six. For creating characters, the more the better – the more folks you have with characters, the easier it will be to put together a game whenever you feel like it.)
- A set of poker chips or glass beads (to use as fate points).
- Index cards to pass notes and to make notes on things that come up in play.
- Snacks.
The Ladder
Most things in the system are rated according to the ladder below (when we say “the ladder” throughout the text, this is what we mean). Usually, the adjectives are used to describe things – someone might be a Good Pilot or Poor at Academics. The adjectives and numbers are interchangeable, so if a player or GM is more comfortable with numbers, it is equally valid to say Pilot: +3 or Academics: -1. The best compromise is often to use both, as in a Pilot: Good (+3) or a Academics: Poor (-1). On this scale, Average represents the level of capability that someone who does something regularly and possibly professionally, but not exceptionally.(Right now the ladder isn't set in stone. I need to get some playtesting to see if and expanded ladder is needed for this, or if we can work around with the standard SotC ladder. I really want to keep this as close to SotC as I possibly can. Either tomorrow or later today I plan on posting my thoughts on an expanded ladder.)
+8: | Legendary |
---|---|
+7: | Epic |
+6: | Fantastic |
+5: | Superb |
+4: | Great |
+3: | Good |
+2: | Fair |
+1: | Average |
0: | Mediocre |
-1: | Poor |
-2: | Terrible |
Most people are Average at the things they do for a living, like Science for a scientist, and are Mediocre or Poor at most other things. It is only when they are driven to excel that they surpass those limits.
Pulp heroes push the very boundaries of what “normal” people are capable of, and as such, they tend to be Superb at whatever their central passion is. This means that pulp heroes are genuinely exceptional individuals, and are frequently recognized as such.
Rolling the Dice
Whenever a player rolls dice, he rolls four Fudge dice (abbreviated as 4dF) to generate a result between -4 and 4. When reading the dice, a + equals +1, a - equals -1 and a 0 equals 0. Some example dice totals are shown to the right.The total of the dice is then added to an appropriate skill to get a result. This result can be referred to as the effort made, but sometimes, it’s just "the result."
If you find yourself without Fudge dice, then roll 4 six-sided dice. Any die showing a 1 or 2 is treated as -, and any die showing a 5 or 6 is treated as +.
Difficulty
When a character rolls for a result, he is trying to meet or exceed a target value, which is the difficulty for the roll. The difficulty indicates how hard it is to do something. Difficulties are measured on the same ladder as everything else. For instance, it might be a Mediocre (+0) difficulty to jumpstart a car, but a Good (+3) difficulty to repair that same car after a serious breakdown. Guidelines for setting difficulties are found in the GM’s section of these rules.The difference between the difficulty and the result of the roll (the effort) is the magnitude of the effect, which is measured in shifts. Shifts are used, primarily by the GM, to determine the potency of a character’s efforts and to govern the resolution of complex actions. We’ll talk about shifts more in upcoming posts.
Skills
Characters have skills, like Drive and Guns, which are rated on the ladder (see above). Considered on the most basic level, skills represent what your character can do. When a character rolls the dice, he usually is rolling based on his skill.Nearly every action that the character might undertake is covered by his skills. If he doesn’t have a skill on his sheet, either because he didn’t take it or the skill itself doesn’t exist, it is assumed to default to Mediocre.
Skills are covered in greater detail in their own post.
Aspects
Characters also have a set of attributes called aspects. Aspects cover a wide range of elements and should collectively paint a picture of who the character is, what he’s connected to, and what’s important to him (in contrast to the "what can he do" of skills). For super-heroes, this part of the rules is going to be the real meat and potatoes of things. Modern super-heroes, whether in the modern world of Marvel mutants or in the post-Watchman realms as the super-hero story as psycho-drama, are "built" as much off of who they are and what motivates and drives them as they are their super-powers. One of the things that we are going to try to do in Spirit of the Four Colors is integrate these two things into one super-hero game. Being a long time super-hero gamer, I can say that any game can be turned into a super-hero game, but what I want to do with Spirit of the Four Colors is make an integrated super-heroes game, not just a game with super powers that can be used as a super-heroes game. Will I succeed? I don't know, but I hope so.Aspects can be relationships, beliefs, catchphrases, descriptors, items or pretty much anything else that paints a picture of the character. Some possible aspects are shown here.
For many, many more examples see the aspects post. An aspect can be used to give you a bonus when it applies to a situation. Doing this requires spending a fate point (see below). In this capacity, called invoking an aspect, it makes the character better at whatever it is he’s doing, because the aspect in some way applies to the situation (such as “Dapper” when trying to charm a lady).
An aspect can also allow you to gain more fate points, by bringing complications and troubling circumstances into the character’s life. Whenever you end up in a situation where your aspect could cause you trouble (such as “Stubborn” when trying to be diplomatic), you can mention it to the GM in the same way you mention an aspect that might help you. Alternately, the GM may initiate this event if one of your aspects seems particularly apt. In either of these two cases, this is called compelling an aspect, and its effect is that your character’s choices are limited in some way. If the GM initiates or agrees to compel the aspect, you may get one or more fate points, depending on how it plays out.
We’ll talk more about fate points shortly.
Stunts
Stunts are those things that a character can do which stretch or break the rules. They are the special tricks the character has up his sleeves. Stunts have very specific uses and rules, and are detailed extensively in their own post. Starting characters will have ten stunts. (Yes, right now the number of stunts for starting characters is arbitrary. I think that a starting super-hero could have twice as many stunts as a starting pulp hero. Eventually I am going to write up a table with a sliding scale....the number of starting stunts and aspects per phase according to rough super-heroic power levels for characters.)Fate Points
Every player begins the first session of the game with a number of fate points (FP) equal to how many aspects he has, usually ten. Fate points give players the ability to take a little bit of control over the game, either by giving their character bonuses when they feel they need them, or by taking over a small part of the story. Fate points are best represented by some non-edible token, such as glass beads or poker chips. (Previous experiments with small edible candies have left players strapped for points!)Characters may, at any point, spend a fate point to gain a bonus, invoke an aspect, tag an aspect, make a declaration, or fuel a stunt.
- Gain a Bonus
- A fate point can be spent to add 1 to any roll of the dice, or improve any effort (such as an attack or defense) by 1. In practice, this is the least potent way to use a fate point – you’re usually much better off using one of the other applications, below. (Most games get rid of this rule once their players get comfortable using aspects; you can, too .)
- Invoke an Aspect
- Aspects (see above) are those things that really describe a character and his place in the story. When you have an aspect that’s applicable to a situation, it can be invoked to grant a bonus. After you have rolled the dice, you may pick one of your aspects and describe how it applies to this situation. If the GM agrees that it’s appropriate, you may spend a fate point and do one of the following:
- Reroll all the dice, using the new result, or
- Add two to the final die roll (after any rerolls have been done).
You may do this multiple times for a single situation as long as you have multiple aspects that are applicable. You cannot use the same aspect more than once on the same skill use, though you may use the same aspect on several different rolls throughout a scene, at the cost of one fate point per use.
- Tag an Aspect
- Scenes, other characters, locations, and other things of dramatic importance can have aspects. Sometimes they’re obvious, and sometimes they’re less so. Players can spend a fate point to invoke an aspect which is not on their own character sheet, if they know what the aspect is. This is referred to as tagging an aspect, and is covered in greater detail in the Aspects chapter, on page XX.As a rule of thumb, tagging someone or something else’s aspects requires a little more justification than invoking one of your own aspects. For scene aspects, it should be some way to really bring in the visual or theme that the aspect suggests. For aspects on opponents, the player needs to know about the aspect in the first place, and then play to it.
- Power a Stunt
- Some stunts have particularly potent effects, and require spending a fate point when used. This is a sort of "meta-game" activation fee for your character's abilities. In a system like FATE, it is important to think of how you use Stunts and abilities as a story element rather than just "turning it on," as it works in a lot of other games. Using a Fate point to Power a Stunt is as much adding the impact of that ability to the story as it is anything else. If a stunt requires a fate point to be spent, it will be made clear in the description. See the section on stunts for more.
- Make a Declaration
- You may simply lay down a fate point and declare something. If the GM accepts it, it will be true. This gives the player the ability to do small things in a story that would usually be something only the GM could do.Usually, these things can’t be used to drastically change the plot or win a scene. Declaring “Doctor Herborn drops dead of a heart attack” is not only likely to be rejected by the GM, it wouldn’t even be that much fun to begin with. What this can be very useful for is convenient coincidences. Does your character need a lighter (but doesn’t smoke)? Spend a fate point and you’ve got one! Is there an interesting scene happening over there that your character might miss? Spend a fate point to declare you arrive at a dramatically appropriate moment! Your GM has veto power over this use, but it has one dirty little secret. If you use it to do something to make the game cooler for everyone, the GM will usually grant far more leeway than she will for something boring or, worse, selfish.As a general rule, you’ll get a lot more leniency from the GM if you make a declaration that is in keeping with one or more of your aspects. For example, the GM will usually balk at letting a character spend a fate point to have a weapon after he’s been searched. However, if you can point to your “Always Armed” aspect, or describe how your “Distracting Beauty” aspect kept the guard’s attention on inappropriate areas, the GM is likely to give you more leeway. In a way, this is much like invoking an aspect, but without a die roll.
Refreshing Fate Points
Players usually regain fate points between sessions when a refresh occurs. If the GM left things at a cliffhanger, she is entitled to say that no refresh has occurred between sessions. By the same token, if the GM feels that a substantial (i.e., dramatically appropriate) amount of downtime and rest occurs in play, the GM may allow a refresh to occur mid-session.The amount of fate points a player gets at a refresh is called his refresh rate and it is usually equal to the number of aspects the player has. When a refresh occurs, players bring their number of fate points up to their refresh rate. If they have more, their total does not change.
Earning New Fate Points
Players earn fate points when their aspects create problems for them. When this occurs, it’s said that the aspect compels the character. When the player ends up in a situation where his compelled aspect suggests a problematic course of action, the GM should offer the player a choice: He can spend a fate point to ignore the aspect, or he can act in accordance with the aspect and earn a fate point. Sometimes, the GM may also simply award a fate point to a player without explanation, indicating that an aspect is going to complicate an upcoming situation. Players can refuse that point and spend one of their own to avoid the complication, but it’s not a good idea, as that probably means the GM will use things that aren’t tied to you.This isn’t just the GM’s show; players can trigger compels as well either by explicitly indicating that an aspect may be complicating things, or by playing to their aspects from the get-go and reminding the GM after the fact that they already behaved as if compelled. The GM isn’t always obligated to agree that a compel is appropriate, but it’s important that players participate here. See the upcoming Aspects post for a more detailed treatment of compels.
Another, important, way to gain addition Fate points during play is for your character to act like a super-hero.
- If the GM uses one of the hero's subplots to further the story. For example, the Flame's weakness is water. If the Octopus tricks the Flame into submerging himself in water, the Flame's player gets a point of Fortune if the plan is successful. If the Magician from Mars rushes across town after fighting Hood to make a lunch date with her boyfriend or visit her a sick relative in the hospital, she gets a Fate point. Subplots are a way of dealing with Aspects that we are going to talk about in another post.
- If a player goes along with the GM to further the plot. For example, if the Great Question mesmerizes Amazing Man and the player allows Amazing Man to have his mind controlled instead of trying to resist, then Amazing Man gets a Fate point.
- If the hero is defeated in some way. This includes being knocked unconscious, being captured, or allowing a villain to escape. The GM may choose to automatically capture or knock out a hero through an ambush or inescapable trap – in such cases, the hero at least gets a Fate point out of the deal.
All Fate points earned during a game session are temporary, and disappear at the end of an issue (game session).
Edit: Cleaned up a couple of copy references, changing things from old system to new.