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Kenneth Holbert
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45 followers
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Name: Mojo Jojo (Lieutenant)
High Concept: Sinister Simian Super Scientist
Motivation: Becoming Top Banana
Aspects: Evil is Made, Not Born; Up to Monkey Business; #1 Villain of Townsville
Approaches

• Careful: [+2]
• Clever: [+4]
• Flashy: [+3]
• Forceful: [+2]
• Quick: [+1]
• Sneaky: [+3]

Stress: [3/3]
Consequences
• Mild:
• Moderate:
• Severe:
Stunts
• Why not Deathrays: +1 to Flashily Create Advantages or Attack when utilizing unconventional or experimental weaponry.
• Oops, Forgot to Carry the 2: When Mojo invokes an aspect to reroll a Clever Approach roll, roll six Fate dice and keep the best four Fate dice for his result.
• CURSES: Once per session, if Mojo would get taken out, he can spend a fate point to concede instead.

#PPG
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Name: Vicious Raptor (Filler)
Skills: Good (Tooth & Claw); Average (Athletics)
Stress: [3/3]

Name: Alpha Raptor (Hitter)
High Concept: As seen in Jurassic Park
Motivation: Survival of the Fittest
Skills: Superb (Tooth & Claw); Great (Athletics, Stealth)
Stress: Physical: [2/2]; Mental: [2/2]
Stunts
• Clever Girl: +2 to Stealth when Creating Advantages related to being hidden.
• Lethal, and I mean “Lethal”: When the Alpha is in a zone with an advantage related to being hidden, it’s attacks hit something far more vital, gaining Weapon: 2.


#BacktotheIsland
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Name: Allosaurus (Threat)
High Concept: Large Aggressive Saurian Predator
Motivation: Ravenous Hunger
Skills: Superb (Physique); Great (Provoke, Tooth & Claw)
Stress: Physical: [4/4]; Mental: [2/2]
Consequences
• Mild:
• Mild:
• Moderate:
Stunts
• CHOMP: When an Allosaurus succeeds on an Attack, it can spend a fate point to apply all shifts of damage of that attack to consequences, not stress.


#BacktotheIsland
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Hey random question: Does anyone else use Miniatures? Like I know by it's nature of being story driven, FATE generally has no means for miniatures as that usually falls into tactical mechanics, but I generally use them either for Presentation purposes or Conflicts to verify where actors are in the scene and to justify the narrative. Like I'll place my zones with their aspects and then I'll talk to players as to where they are, and where the opposition is and we go from there.

So I'm currently working on a Mech based game, like my end project is to make a psuedo Competitive Sport Mech WoF, and I'm currently using the Gadget rules from FST. However, it seems kind of iffy having a Mech with well no stress or consequences. Any idea how adding consequences would affect gameplay?

So when did Evil Hat buy the rights to "Star Frontiers" and is it being converted to Fate Core?

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Name: Tyrannosaurus Rex (Greater Threat)
High Concept: King of the Dinosaurs
Trouble: Don’t Move!
Skills: Fantastic (Physique); Superb (Provoke, Tooth & Claw)
Stress: Physical: [4/4]; Mental: [2/2]
Consequences
• Mild:
• Mild:
• Moderate:
Stunts
• Terrifying Roar: By spending a Fate point, the T-Rex can use Provoke to mentally attack everyone in a zone by being Fearsome and Threatening.
• Wake of Destruction: When the T-Rex succeed with style on a Tooth and Claw attack, spend a fate point to also inflict a collateral consequence (of the lowest available severity) in addition to any other stress or consequences the target has taken.


#BacktotheIsland
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Name: Samhain
Classification: Malevolent Spirit of Halloween
Manifestation: Receive the Gift of Night Eternal!
Aspects: Unstoppable Creature of the Night; My Army is Legion; I Have All the Time in the World…
Opposition Rating: [Fantastic (+6)]

GM Notes: I’m more or less trying to establish a format that will be compatible with both Fate Core, and Fate Accelerated format. I’ve always loved the opposition rating option where successes essentially will wear away the obstacle until you have nothing left, in the case of the GB that’s when you catch the ghost. Of course the rules will be different for rank and file ghost and but the idea that to take on a major ghost or supernatural entity takes more than swinging a mean proton stream makes the game more interesting, well at least for me anyway. When the FAT comes out next week it might change to fit those new ideas but for now…
#Ghostbusters
Image Source: Dan Schoening

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The Blood Hunt
Aspects: The Thrill of the Hunt; Guilty Because We Say So
Level Difficulty Reasons for Difficulty
Easy-Way (+1) Clever Brute Force, and Speed mean nothing to a Vampire that can easily out match other folk, but the best method might be to be creative. In the decades if not centuries that they’ve lived you’d be surprised what catches them off guard.
Less-Easy Way (+3) Sneaky Even given their enhanced senses it could prove difficult to locate an individual if they might use unforeseen tactics.
Less-Easy Way (+3) Quick Vampires are, by their nature, fasters then most other folk. It also doesn’t help that most Bluebloods will be riding
Tricky-Way (+5) Careful Given the Vampires Enhanced Senses, attempts at being mindful and perhaps observant of your surroundings will be difficult
Less-Easy Way (+3) Forceful Barreling through the environment might prove the easiest; however it will of course prove to leave a noticeable trail.
Hard Way (+7) Flashy Some Bluebloods and Knights are honorable individuals, prone to tradition and ceremony, drawing them to fighting on your terms will be difficult but it might even the odds
Notes:
The Blood Hunt is a ceremonial judicial procedure of the Annular Necrocracy that is an extension of their capital offense process. The Hunt is a traditional practice in which capital offenders of crimes against the state are subjected to a trail of death in which they are hunted by a small select party of Vampire huntsman. Oh sure, there is discussion that if any folk that can evade the hunters for a certain period of time, generally until the following sunrise, they are exempt for the crimes they are charged with. However, the Blood Hunt has taken a ceremonial aspect among the Vampire houses and the idea that a noteworthy criminal escaping punishment against the state would undermine the authority of the government, as such it’s not uncommon or surprising that the government has arranged an unfair advantage for the proceedings, such as limiting the scope of the area the “prey” can run through or notifying the number of Vampiric participants, or even poisoning the subject, the death of the aforementioned offender is commonly expressed as “the inevitability of the state to bring swift justice and demonstrated the futility of behavior contrary to good order”.

#AetherSea
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Hello, Does anyone have "A Call to Arms: Noble Armada Rulebook" they are looking sell? Or a "Rulebook (2nd Edition) The Uncharted Seas Miniature Game"?
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