Monday, January 21, 2013
Time Heroes - Fate Adaptation - Thoughts on and Examples of Future Tech Stunts
As I wrote in yesterday's blog post, one of my weak points in adapting Time Heroes to the Fate Core rule set is in gauging Stunts in regards to whether or not they should cost a Fate Point (Quantum Point in Time Heroes of Fate). Yesterday's post and today's both serve to get down on paper where my current understanding is at, as well as giving a basic sample list of Stunts that fall under the Magic skill and the Future Tech skill.
Anyone interested in playing Time Heroes will be able to choose Stunts from the list or use the provided stunts as examples to build off of when creating their own. Any reader who would care to comment regarding anything about these Stunts (specifically if I'm making mistakes about if a Stunt is worth spending a Fate Point on or not), feel free to comment or somehow let me know. As with yesterday, I am going to provide several sample Stunts below as a jumping off point. I have opted not to do another full ten at the moment as, between the two posts, I'm hoping my way of thinking will have made itself evident.
Cybereye
Q.P. Cost: 0
Range/Target: 1 person
Duration: Instantaneous
Description: If a character is attempting to discover an aspect that someone has and fails, he may immediately make a Future Tech roll at Good (+3). Success at this roll acts as a basic success at creating advantage (turns the initial failure into a success).
On Failure: If this roll is a failure, the GM can choose to keep the aspect secret, reveal it, or reveal an aspect the target doesn't actually have (though the character thinks it is accurate).
Tactical Radar
Q.P. Cost: 1
Range: Zones adjacent to character using the Stunt
Duration: Instantaneous
Description: When a player spends a Quantum Point and succeeds at a Fair (+2) Future Tech roll, the character becomes aware of the position of every life form in every Zone adjacent to the one the character is presently in. If the roll succeeds with style, the range extends out to two Zones from the Zone of origin.
Repeating Laser Blaster
Q.P. Cost: (0) or 1
Range: 2 Zones
Duration: Instantaneous
Description: The basic ability of this allows a character to use the Future Tech skill instead of Shooting to make ranged attacks. However, if a Quantum Point is spent, if the initial shot hits the character may immediately make a second attack against another target in the same Zone as the initial target.
Cybernetic Legs
Q.P. Cost: 1
Range: Personal
Duration: Instantaneous
Description: Twice per session, a player may spend a Quantum Point to allow their PC to bypass an obstacle when entering a Zone.
Cybernetic Arms
Q.P. Cost: 0 (1)
Range: Personal
Duration: Instantaneous
Description: This allows the character to use Future Tech instead of Fighting for unarmed combat. Once per session, the player may spend a Quantum Point to permanently destroy an obstacle between Zones, making a path accessible to anyone.
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