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Playing SotC with the Sunday Skypers got me pondering. I'm tempted to run a Bob Howard styled Sword & Sorcery game for them at some point, using FATE. Savage sorcery and the bright madness of battle. Swooning femmes and decadent kingdoms. The good old stuff. But I'd want a quicker, dirtier resolution, characters eager for Fate Points. Rather than SotC's super-charged Pulp fun, I'd crave a stronger compel and declaration driven game. Thus, the stuff below...
Six Aspects, Seven Fate Points.
Six Aspects should keep things managable and concepts focused. No smearing your character ideas over ten Aspects like so much peanut butter. Prime and focus. Get your irreverent soul-sucking sorcerer on, or strike a bold contrast with a painted, steely-thewed barbarian prince. You get one Fate Point for each Aspect, plus one for starters. Be thankful, for those are the only ones you'll get for free. Refresh is entirely out of the picture. You want Fate Points? Suggest compels!
Aspects take on the functions listed under Stuntless FATE. Stunts are omitted. Invoke 'Servant of the Outer Dark' to introduce fellow supplicants, to spout blasphemous thruths (i.e. make declarations), to withdraw from your robes a powder made from crawling things and the nighted lotus bloom (universal gadget, to numb or incapacitate a target), etc.
Six Slots, Twelve Skills.
Stealing liberally from FATE's Dictionary of Mu hack, skills are: Blood, Sweat, Thews, Steel, Cool, Sense, Guile, Provoke, Befriend, Sorcery, Faces and Pilot. You get one skill at Good, two at Fair and three at Average; six in all. Consider your concept and choose wisely. Situational bonuses of +1 awarded for advantageous positions and the like; high ground, strength in numbers, etc. Consider the situation and suggest a bonus. Skills complement each other as usual. A close quarters knife fight with plenty of shoving and wrestling suits both Thews and Steel, perhaps even Guile.
No Stress, Only Consequences
Consequences follow the -2, -4, -6 scheme. Anytime you fail to blunt an attack you may take a Consequence or Concede, as per usual. If you fail to blunt an attack and have no Consequences left (Mild, Moderate and Severe), you may no longer Concede. You are at the mercy of your opponent.
It is my hope that these tweaks will inspire games more focused on creative use of one's Aspects, with quicker resolution and archetypal S&S characters hungry for Fate. Invoke or lock down Aspects to further the story or to give yourself an edge. If you're an out of breath sorcerer cornered by the emperor's cataphracts, you may feel a mite outclassed. Don't despair. Invoke your Aspects to have that demon you've been negotiating with come crawling out of your skin; lock them down to secure the protection of your abyssal patron (and get a few Stress boxes); or, again, lock them down to supplant Steel with Sorcery, coaxing the fabric of your tattered soul onto your hands to make of them ghastly weapons, mouldering flesh with a touch.
Similarly, invoke 'Raised a Savage' to climb like a monkey or leap like a jungle cat (move several zones in one go), 'Born to the Purple' to speak exhaustively of the habits of royalty (make potent declarations), 'A Penny for Your Soul' to mesmerise weak-willed individuals (introduce NPCs) or use them as human shields (adding a few Stress boxes), and so on and so forth.
Ah yes, adding Stress boxes. No more than three at a time. Treat them as Minions.
I guess that's all for now...
kedamono wrote:I should point out that Tlot owes his god one, even after performing a typical Mayan blood sacrifice. I'll leave it up to the curious to find out what that entails...
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