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 Fallout-Fate experiment

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Shade
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 10:54 pm

Ji wrote:
If you want to keep the concept of Wealth for your trouble, you could use "In It For The Money". Sums up how you in fact want all the caps, and can be used for and against you, like troubles should.

So everyone disregard the "Out of being with other people" because that's a step for later.

And the best skill is a singular one. :P

To give a strict way it works:

You get one +4 skill, two +3 skills, three +2 skills, and four +1 skills. So list so many things you are good at for each section.

So it sounds like you've run afoul of the People's Republic of Alaska then, Mr. Shade...

I will say, I suggest if you be a robot you try to be one more or less human? There are androids in the setting. Your lack of hands, and all that.

Or this SoB, painted how you like.



Otherwise you know, you're not just generic, you're basically Sergeant RL-3.

If we're going with canon Fallout (and for me canon is 3 and NV, haha) then would a Sentry Bot or Mister Gutsy be okay?

As for the skills,

+4: Guns/Ranged Combat
+3: Explosives, Repairing/Hand Loading
+2: Lockpicking, Melee Combat, Intimidation
+1: Persuasion/Speech, Anything else Really: he's a somewhat specialized robot

Unless +1 is another "perk" rather than the lowest possible slot. Don't know how to phrase what I'm thinking here.

I'd prefer to be one of those two robots rather than an android but I could be an android if necessary. Might be more interesting character-development wise.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 10:57 pm

+1 is the lowest possible slot you can take a skill in, otherwise it's +0. Stunts are handled separately from how your skills are rated; you just need to have taken a skill in order to have a stunt based on it.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 11:00 pm

Look if you want to be one go ahead. I was just offering alternatives you might not have known of.

Androids were IN Fallout 3 though. :P But naw, that's a can of worms it's probably not worth dealing with.

You can be a Mister Gutsy, it's fine, but don't be a carbon copy of good ol Sarg RL-3.

Also there's not really an explosives skill. It falls under shoot as far as the rules go.

In the book I sent you over PMs a while back, there's a skill list somewhere in there, if you'd like to see it in its entirety. Otherwise just keep offering things and we'll make it work.

Honestly skills are a step after aspects, so we should idle on those for now.
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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 12:20 am

Here's my tentative sheet, while I debate on maybe doing a different character instead (depending if the party's cool with having two bots). If not, I shall be a Tribal.


Ford Prefect

High concept: Freelance Android, will work for parts

Trouble: Institute wants its robot back

Phase one:
Ford was called off normal bodyguard duty to hunt down Android 29, which had wandered off into the wilderness after killing its handler for unknown reasons. He tracked the android to the remains of Skagway, where 29 confronted him regarding the possibility of self-determination. Ford killed him anyway (presumably while 29 shouted "A man chooses, a machine obeys"), but on his way back, he stopped and turned back off his route and has never been seen since.

Aspect: A man chooses, a machine obeys

Skills
Crafts +4
Shoot, Lore +3
Notice, Will, Physique +2
Investigate, Stealth, Athletics, Deceive +1



Stunts:

Better than New! Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you’ve made, instead of just a boost.

Targeting System. Once per conflict, stack an additional free invoke on an advantage you create representing the time you’re taking to aim or line up a shot.

Tough as Nails. Once per session you can reduce the severity of a moderate physical consequence to a mild physical consequence (if your mild consequence slot is free), or erase a mild physical consequence altogether, at the cost of a fate point.

Take the Blow. You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 9:33 am

So...


Julius Bean

High concept: Sketchy doctor, not too invested in his job.

Trouble: A scam went awry and pissed off a gang of wastelanders.

Phase one:
Bean was never your typical doctor, and while he was good at his job - exceptionally good - he didn't invest much time in caring about his patient and would either give them a small and cheap drug or chem, or just give them a sugar pill and tell them to play in the puddles. So imagine what would happen when he was payed to follow some adventurer around, fixing him up whenever he got into a scrap. On occasion, he'd share one of his painkillers, but otherwise, he wouldn't share his actual medical supplies with him. When the guy needed stitches, he slapped glue or tape over the wound, his client didn't know any better. The final straw was when he dragged him into some abandoned super market filled with gang members and was shot through the shoulder. His client asked for a painkiller while they were under fire, and instead, Bean handed him a cyanide pill. Deciding not to risk his life much further, he sneaked out of the facility and went to the nearest town to remove the bullet from himself and give himself stitches.

Aspect: Will advance himself at any cost.

Skills
Medicine +4
Alertness/Observant, Bluff +3
Education, Streetwise, Sleight-of-Hand +2
Survival, Gunfighting, Sense Motive, Charm +1

Stunts:

I have no idea what the stunts are, I can't find any source that lists them off.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 9:59 am

If we could try to shorten those aspects up they'd work fine.

Just to make sure in case we didn't make it clear prior: Phase one is your character's first adventure and should be somewhat open enough to allow two other people (The only other two people but shush) in, as that's what phase 2 and 3 are. Your presence in theirs.

The list of skills starts on page 98. With each skill are some sample stunts, like for Guns, there's the sample stunt: Targeting system, which does as James described.

Your highest skill will be Lore, as the system lacks a medicinal skill and lumps that in with general knowledge.
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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 12:02 pm

I'm considering having him developing more and more of an identity crisis as the RP goes on, as his plausible deniability for the United States being gone becomes more and more apparent, but I don't want him to be a carbon copy either, and those are too easy to fall back in.

I'll give it some thought and might come up with something else.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 12:05 pm

I just used Google and looked up a Fate wiki, okay. :P When referring to pages, you mean the file you had me download?

And referring to phase one, you mean it should be an introduction or setup of sorts that would lead me to adventuring with others?

Righteo, I'll work on it once I'm done working.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 12:11 pm

S'all good. Whatever you want to do Shade. To be fair: he's more Liberty Prime in Mister Gutsy form. And there's nothing wrong with over patriotic character. It'd be fun.

Well don't patches. We're using that book. It's not technically out yet, James acquired us the kick starter new version.

Write a skeleton of an adventure you had. Don't make it clear cut so everyone else can be inserted in it. It'll make sense later. Like you both in some way "starred" in James' phase 1
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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 2:53 pm

Ji wrote:

The list of skills starts on page 98.

Or failing that, I wrote out the skill list in its entirety in one of my earlier posts :P

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 7:01 pm

Well in that case:

Lore +4
Crafting +3, Deceive +3
Resources +2, Notice +2, Rapport +2
Will +1, Stealth +1, Shoot +1, Provoke +1

What stunts can build off of this?

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:04 pm

Like I said, in the booooook, under each skill are sample stuuuunts.

As well as the rules to give guidelines for players to make their own.
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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:08 pm

Right, right. Sorry.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:14 pm

Before I get too heavily into that, let me just say that we can define stunts as we go through play if we can't figure out appropriate ones now.

The official description of creating stunts is on page 87 of the core book, and the relevant parts go up to page 92 (there's a lot of pictures). Some example stunts are listed in the skills section after each skill - all of my stunts come straight out of the book.

You can use stunts to do one of three things:

Add an action to a skill (this one will be handy for you, since we're using Lore for medicine, and you're going to be making or breaking people's days with it)

Add a bonus to an action (as the "Specialist" stunt I suggested, which would give you an extra +2 to Lore when it involved medicine)

Make a minor rules exception
This is also where I need to bring up a little bit on mechanics so you know what's going on. (For instance, my "Take the Blow" stunt, which lets me defend with my physique instead of my fight vs fists or blunt instruments)

My advice would be to go through the skill list and just read the three example stunts we've got for each one, find out what catches your fancy. You can take up to three stunts for free, and up to five at cost. Anything above three will start to cut into how many "being cool" points you regenerate naturally over time during play.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:20 pm

I have the folder on my downloads list but it doesn't do anything when I click it. It just doesn't react.

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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:42 pm

Alright Patches. I've pmed you just the file, outside any folder. Save it like this instead.
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PostSubject: Re: Fallout-Fate experiment   Tue 04 Jun 2013, 10:43 pm

I have to manually open it with Adobe Reader; and make sure you're not trying to open the ones in the folder titled _MACOSX. In fact, just throw that folder away if you haven't done it yet. These PDF's are slightly weird in that regard.

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 8:13 am

Finally got it right:

Fast Talk: You get a +2 to overcome obstacles with Deceive, provided you don’t have to talk to the person you’re trying to deceive for more than a few sentences before blowing past them.

Specialist: You get a +2 to all Lore rolls relating to medicine.

Always Making Useful Things: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.

Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 2:42 pm

Looking good, looking good.

I'm going to switch characters so we're not all "crafts-and-robots" party. I shall now be a tribal.

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 3:54 pm

Alright Patches. Eo might not have explained it well so I will.

Three stunts are free, take them as you please, you can take up to two more in exchange for lowered FATE point regen. Fate points are used to make your aspects help, make other people's aspects hinder, or to just declare something that I do not disapprove of. Such as clearing a room, and finding a really hard safe, but fate point, one of the thugs actually had the key on him.

How FATE points work with your skills:

You can spend a fatepoint in regard to skills to:
To add +2 to a roll.
To reroll all the dice in a roll.
To add +2 to an ally's roll, if your having an aspect makes sense that it somehow helps.
To create a +2 passive resistance against something, as long as your aspect makes sense. Passive resistance is what you roll against to overcome say, a lock, or hack a computer, no one's on the other end so it's a set number you have to overcome.

You get fatepoints equal to your refresh rate, default 3, minus one per extra stunt, can't go below 1, every scenario, or short encounter thing.

The other way to get them, and this is the reason why aspects should be able to be used against you, is for me to invoke one of your aspects to force your character to act a certain way based on it. You can refuse, of course, by spending a fate point to tell me to shove it, but still.

Essentially: So you enter town only to find a few men you recognize heading towards you... it's the Yakuza. I invoke your aspect: Too long to be reasonably remembered so we should shorten it, and also maybe make it about a specific group so I can use it, such as the Yakuza, like Trouble: Doublecrossed the Yakuza. Anyway, so you see them, and I invoke your aspects, I tell you that it makes sense that you'd book it and run, this town is no man's land. You could, if you wished, spend a fate point to contradict me, and if I felt it was absolutely required, I can raise the cost to refuse to two, and if you refused then, three. I can go no higher. Upon taking one of these though, you get in fate points whatever I was asking you to pay to refuse. So normally one, or three if we got that high because I felt it was vitally important.

Also I am reminded I need to tell everyone this:

An important part of aspects when playing this game, at least in the real world, is the ability to physically say it out loud. It has to flow from your mouth. You have to be able to interject it places.
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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 4:26 pm

I understood it, I'm fine with having one less fate point.

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 4:30 pm

No one had explained fate points yet, so someone needed to.
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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 5:52 pm

Gotcha. I already read through it in the manual when reading about stunts.

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 5:54 pm

Alright, testing our new die type here...

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PostSubject: Re: Fallout-Fate experiment   Wed 05 Jun 2013, 5:54 pm

The member 'AW' has done the following action : Dice roll

'fudge' :

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