Some Assembly Required
The idea behind these rules is to have a system that is easy, yet not restrictive with the use of powers. These rules allow the player the freedom to create just about any type of superhero, and be able to give them flexibility when using their powers in creative ways.
Character creation begins as for any Fate Core System game. You are Great level characters, with three Refresh and three free stunts. You can buy more stunts by lowering your Refresh by one or two points. You also get three free extra stunts as a perk for your superhero, but they must be spent on stunts that relate to your powers. Characters get 20 skill points to form a pyramid with a single skill rated at Great (+4); which we’ll usually refer to as the peak skill—and more skills at each lower rating on the ladder going down to Average (+1).
Next, the player comes up with a Power. Think of this as an additional Aspect. The Power gives a +2 bonus to the appropriate skill used to manipulate your power. You can stack the bonus as many times as you have a Fate Point to spend. This is usually called a Hail Mary. Because your powers are really influenced by your skills and stunts, its a good idea to take ones that will help represent your powers abilities (see table below).
- Example: Ripstar the speedster decides to run up a building to catch a bad guy. Since he has defined his powers as super speed, the GM declares that the building is only one zone, where it may be a lot more for those not so fast. The GM asks for an Athletics roll (mediocre) +0 target number to succeed with his run up the building. Luckily Athletics is his Peak Skill. The player states that he also wants to be a blur of speed and hard to be seen when he runs so he makes a stealth roll (mediocre) +0 target number, to place the advantage on himself, “A Blur of Speed”. Of course this advantage will end once he stops running.
Defining your power allows you some flexibility with your actions, in that you gain some abilities just by stating what your power is.
- Example: Ripstar's power is defined as "Super Speed". The GM lets the player know that he will adjust Zone definitions during game play to help represent this. Also, the player can look at their actions and use their power to help define the way they do things. Ripstar needs to get investigate a crime scene fast before the authorities arrive. He uses his powers to create the advantage "Super Fast Movement", giving him a +2 to his investigate roll.
Finally, When you take a power and define it's special effect, you get to have three free extra stunts. These stunts are to help define your power in ways were your power may change the rules of play just for being a certain type of power.
- Example: Ripstar's power is defined as "Super Speed". So, the player takes the following extra stunts to help define his power.
- 1 -Fastest Man Alive! - The character's speed redefines the zones applied to the character in situations where zones come into play. One zone for the speedster equals the level of the skill being used to run, normally Athletics.
- 2 - Faster than the Human Eye! - When you are running, not only are you hard to hit (you can justify a +2 to your Athletics defend action because of your Speedster aspect), but you get a +2 bonus when you defend against Notice or Investigate attempts to be spotted or tracked.
The Player has two of the three extra stunts defined. Not being able to think of one at the start of the game he tables it for later. You do not have to purchase all three at character creation. At any time during the campaign you may choose to define those Stunts yet to be created.
Next, you have to balance out the power with a weakness. This is different from your trouble in that it represents a weakness linked to the character’s power. Like an Aspect, the character gains a Fate Point when their weakness is compelled or comes into play.
- Example: Ripstar gets trapped in a large refrigerated trap. He has the weakness, “Susceptible to Cold Environments”, so the trap saps his powers, effectively turning them off. Since his weakness came into play, the player gains a Fate Point.
There are a variety of ways a weakness can come into play. Below are a few examples. You can gain a fate point by complying with any of the following. You can do this any exchange in which your weakness is in evidence, gaining up to 2 fate points in an exchange! Fate points gained this way go directly to the character, not at the end of a scene.
- The power turns off. You can't use your power with any of your skills — you are effectively a normal human until the source of the weakness goes away.
- Take a consequence
- The difficulty of whatever action you are attempting increases by +2.
You will find in game play that having a power allows one to use skills in more ways than they normally can be used based in the Fate Core default skill list.
- Example: Ripstar is fighting a number of thugs and they surround him. They all jump him so he decides to vibrate his body Mediocre (+0) target number, using his athletics to vibrate. If he succeeds he can make an attack roll using his athletics with a target number base on any bonuses the thugs have for ganging up on him. The attack would then be applied to anyone touching him.
Peak Skills with Powers
When you build your character, keep in mind the type of powers your character has and think about which skills will best highlight their effects. The following are examples to help give you an idea of skills that are good with different power types.
|Power||Peak Skill||Secondary Skill|