[2e] Doplňkové materiály

Fate je moderní hra s málo pravidly, orientovaná na rozvíjení dramatu a příběhu.
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[2e] Doplňkové materiály

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Toto téma slouží jako shromaždiště doplňkových materiálů pro Fate. Máte-li nějaký materiál, o který se chcete s ostatními podělit, přidejte ho prosím. Stručná pravidla přispívání:

:arrow? Co příspěvek, to materiál ke stažení. Nediskutujte prosím, pouze přidávejte materiály.
:arrow? Nezapomeňte uvést, v jakém jazyce je materiál psán.

Toť vše. Kdybyste potřebovali nějaký webový prostor, kam svůj materiál nahrát, pište prosím soukromou zprávu Markusovi.
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John Wick pripravuje vo FATE fantasy hru Houses of the Blooded a zatiaľ dáva všelikeré interesantnosti na svoj blog: http://wickedthought.livejournal.com/612127.html.
"Modern roleplayers own too many rule books and not enough story books and history books." :arrow? Play the worlds, not the rules
Môj príležitostný Youtube kanál Karpatské bunkre


Obrázek
Obrázek Obrázek
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Cubicle 7 bude produkovať FATE 3.0 herné prostredie (setting), odohrávajúce sa vo vesmíre.

Link na diskusiu:
http://games.groups.yahoo.com/group/Fat ... ssage/9551

Link na tvorcov:
http://www.myspace.com/starblazeradventures
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Spirit of the Century SRD (System Reference Document) - voľne dostupný referenčný dokument pravidiel aplikácie FATE na pulpové herné prostredie
http://www.faterpg.com/dl/sotc-srd.html

Spirit of the Century (SOTC) je platený produkt, tento dokument je však voľne prístupným prepisom celých pravidiel s vynechaním akýchkoľvek názvov schopností, aspektov a podobne, použitých v pôvodných pravidlách. Znamená to, že máte pred sebou všetky pravidlá SOTC, síce bez presných názvov, ale môžete podľa nich rovnaké herné prostredie stvoriť a hrať.

Dokument je obdobou referenčného dokumentu d20.
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Slovenská/Česká verzia PocketMod 8-stránkového FATE - FATE pravidlá do vrecka. Trochu viac, ako jednostránkové zhrnutie, trochu menej, ako celá príručka. Podľa tohoto zhrnutia by ste mali byť schopní FATE hrať.

Ako skladať PocketMod:

http://www.pocketmod.com/howto/
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Joe: To kapesní shrnutí je pěkné, nechtěl bys udělat ještě českou verzi?
Vy Slováci máte nějakou divnou terminologii. :wink:
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LZJ píše:Joe: To kapesní shrnutí je pěkné, nechtěl bys udělat ještě českou verzi?
Vy Slováci máte nějakou divnou terminologii. :wink:
Jo, môžem! 8)
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Našiel som cenné informácie o používaní rôznych kociek a o organizáciách vo FATE (FATE SRD z 31. marca 2005, formát RTF, kapitola 11 a 12; časť 12.2 chýba, asi ide o nesprávne číslovanie). Keďže to vypadlo zo zalamovanej PDF edície (tá má len 10 kapitol), postujem:

11. Alternate Dice Methods
11.1 Fate D6
Six-sided dice(d6) have a lot of advantages for gaming. They're easy to read, easy to count, stackable and, most importantly, when there's a need, they can be rummaged from a couple of old board games. They also can be used very easily - there's no need to explain what these funny plastic shapes are, or what them mean. Most people are already pretty comfortable with the idea of rolling a few dice and adding them together.
When playing Fate with D6 rules, a lot of elements remain the same. The ladder is still in place, but it now has new values assigned to it. Rather than rolling four Fudge dice and adding the value of the adjective, just roll the number of six-sided dice associated with the adjective.
8d Legendary
7d Epic
6d Superb
5d Great
4d Good
3d Fair
2d Average
1d Mediocre
2* Poor
1* Terrible
0** Abysmal
* - Poor and terrible scores are the same as if the player had rolled 1 die and it had come up showing a 1 or a 2. However, the die is considered to be “on the table”, so aspects can be used to change the die. Any bonus or penalty dice start out at this value.
** - An abysmal score means there is no chance of success at all. The GM may allow the player to spend an aspect to put a die on the table (which will be treated as if it had rolled a 1), which then allows it to be treated as a terrible skill (above).
11.1.1 Static Difficulties
Difficulties are measured in steps of 5, with the goal being to roll a total that matches or exceeds the difficulty target number (TN). Difficulty descriptions may be found in “Setting Difficulties”
1 - Negligible difficulty 20 - Daunting Tasks
5 - Simple tasks 25 - Staggering Tasks
10 - Challenging tasks 30 - Revolutionary tasks
15 - Difficult Tasks

11.1.2 Dynamic Tasks
The difficulty of a dynamic task will almost always be the total of the opponents die roll.

11.1.3 Modifiers
It's easy to add bonuses and penalties to d6 rolls, and there are numerous ways to do it. For Fate, bonuses and penalties are applied as “Bonus Dice” and “Penalty Dice”; for instance, a “+1” modifier becomes one bonus die, while a “-1” modifier becomes one penalty die. Bonus dice are added to the total number of dice rolled, but do not change the number of dice counted. This means that if a player is rolling 3 dice, and gets two bonus dice, they would roll 5 dice, but only count the best 3. Penalty dice work the same way, except the player must count the worst dice. Bonus dice and penalty dice cancel out, so a player should never be rolling both at once.
Modifiers can be applied for a number of reasons. Low quality tools or a lack of tools might add a penalty die (or dice) while having high quality tools may grant a bonus. Similarly, doing a task quickly might cause a penalty, while taking the time to be careful might grant a bonus. Distractions might be penalties, while extra resources on hand may provide bonuses.

11.1.4 Aspects
Aspects are maybe used in Fated6 to do one of 2 things:
Turn a single d6 into a 5
or
Reroll all dice
It’s important to note that all dice are considered to be on the table for purposes of bonuses and penalties. Thus, if a character with an Average skill rolls with a penalty die rolls 2,2,4, he can check off an aspect to turn the 2 into a 5 to make the result 2,4,5, but he will still need to chose the two worst dice (the 3 and 4). Mind you, in this case, invoking the aspect has changed a result of 4 into a 6, enough to make a difference in many circumstances.

11.1.5 Fate Points
In addition to the dramatic uses of fate points, the mechanical benefit is to add 1 more die to a roll. While auctions are an option, no more than 1 fate die can apply to any single roll.


12. Constructing Organizations with Fate
Organizations are built in much the same way that character's are, with both aspects and skills, albeit from somewhat different lists. While it is possible to build organizations in a phased manner, unless multiple organizations are being created at the same time (such as for a conspiracy game, see below) there is little real reason to do so. GMs are encouraged to make use of the pyramid cheat sheet.
Organizations should be built on the model of 1 aspect per 4 skills, though “freebie” aspects may be appropriate.

12.1 Organization Aspects
As with characters, aspects reflect the nature of the organization. It should be possible for someone to read the list of aspects and get a sense of the nature of the organization. As such, organization's aspects should usually encompass the scope and nature of the organization.
The scope of the organization can encompass a number of elements, like the size of the membership or how far-reaching the organization may be. Scope is not synonymous with influence, that's covered by skills, but it is complementary. Scope is rarely measured precisely, but as a rule of thumb it correlates with how many areas of influence (see the influence skill, below) the organization extends to on a roughly 1/1 basis. Scope also sets the default difficulty for many internal activities, especially of an administrative nature. If cope is not clearly implicit in the aspect, assume it to be equal to the highest ranking aspect.
Other aspects should give insight into the nature of the organization, and are things like Sub-Genius, Criminal or Mercantile. These aspects should give a sense of the sort of activities the organization pursues, or what manner of philosophy it follows.
These are not the only aspects an organization may have, but they are the most common. Other aspect may reinforce skills (“Conspiracy” or “Rich”) or may be something else entirely.

12.3 Organization Skills
Skills measure those things the organization can do, such as exercising influence or drawing upon resources. While there are only a few skill types that an organization may take, they are much like knowledge skills in that they may be taken multiple times to specify the area of use (So an organization might have Influence: England and Influence: France).
Organization skills have very specific uses, and as such cannot be freely substituted for each other. As such, if an organization has a great deal of influence, and wants to use that influence to secure resources, that should be represented by a resources skill (or can default to mediocre).
In general, organizations are bound to the same rules regarding the skill pyramid that characters are, though the GM may grant exceptions for special cases.
The usual skills for organizations are as follows:
Control (Region) - This represents how much overt control the organization holds over a given area, usually in the form of institutionalized rule.
Sway (Region) - Sway represents non-institutional power over a given area, be it due to respect, fear or any other appropriate motivator. Like control, sway is obvious, and it does much which control does. However, it is less effective than true control, and as such it is at a -1 to all actions.
Influence (Region) - This represents how much secret sway the organization has. Practically speaking, this works in the same way sway does (albeit at -2 from control), but unlike sway (which is obvious) there is no obvious tie back to the organization.
Information (Region) - This skill represents knowledge of current events in appropriate areas, and is most appropriate for organizations with decent intelligence and espionage arms.
Arms (type) - Many organizations have access to a number of rough and ready individuals willing to do (or prevent) harm on command. Because these rules are for organizations (rather than nations), the main differentiation is one of quality. A given arms score represents one military aspect of an organization, so if an organization has more than one military arm, more than one skill is appropriate.
Resources (type) - The type is usually money, but sometimes an organization has a great deal of some other sort of resource, like a trade commodity or a particular type of service.
Unity - This measures how unified the organization is with higher unity meaning less internal strife. High Unity organizations tend to be more stable.
Administration - The larger an organization is, the more of its resources it needs to commit to keeping itself in order, and this skill measures how effectively that's done.
Communication - The other side of the coin is communication, which is a measure of how effectively a message may be communicated within the organization. For a small organization, this skill may be entirely irrelevant, but for a large organization, it can be critical. This skill is also highly complementary to high information skills.

12.2.1 Special Skills
Many organizations will have at least one special skill which represents something peculiar which that organization does which others may not. These special skills could be almost anything, depending on the nature of the setting and the organization, but some of the more common types include:
Magic - The organization has access to some manner of arcane arts, be it the blessings of the priests or ties to ancient secrets. This generally means the organization has access to spellcasters of some stripe or another, and the skill represents their quality and type. Much like arms, if the organization has access to multiple types, multiple skills are appropriate.
Assassination - The ability to quietly make people dead. Naturally, this is illegal pretty much everywhere, and had best be accompanied a great deal of secrecy.
Secrecy - This is a measure of how hard it is to find things out about the organization and (at higher levels) whether or not the organization exists at all. Whether this secrecy is an intentional conspiracy or merely the result of extreme obscurity can be determined at creation.
Reputation - The opposite of secrecy, this is the public face of an organization insofar as it may deviate from the reality. Most organizations have an implicit reputation based upon their aspects and activities, but it is possible to put on a “false face”, represented by this skill.
Lore - The organization has access to a large body of knowledge of some sort (as with arms: multiple lores mean multiple skills), and it’s generally implicit that this is knowledge that may be hard to come by under other circumstances.

12.3 Holdings
It is also possible for an organization to spend skill points on holdings, such as safe houses or strongholds. The rules for these are similar to the rules for items, with each skill ranks translating into some sort of quality for the holding. Possible qualities include:
Fortified - The holding is protected in some way.
Hidden - The holding is difficult to find.
Isolated - The holding is far from civilization.
Ornate - The holding is impressive to behold
Big - The holding is extensive
Magical - The holding is magical in some way. This may be useful (it’s a node of power) or decorative (it floats over a volcano’s caldera). In general, if the magic provides some additional benefit (like defensibility), other qualities should be purchased

Example: Creating an Organization
The Church of Saint Agnes (CSA) is a small militant order within the Quintarian church, dedicated to a warrior-priestess who martyred herself to protect a cloister of monks. CSA followers generally make themselves available to Quintarian priests traveling to dangerous destinations.
The CSA is a very minor sect, so they’re being built with only 3 aspects. Because they’re a sect of a larger church with no real influence of their own, scope aspects don’t seem appropriate. Instead, 2 aspects of “Quintarian” represent their tie to the mother church, while a single aspect of “Militant” reflects their flavor.
A quick look at the aspect cheat sheet says that’s 5 Averages, 2 Fairs and a Good. Because the pyramid only technically needs 3 Averages, that means 2 ranks could be put into holdings without breaking the pyramid. With that in mind:
The Good obviously goes into Arms to represent the Templars of the church.
They’re fairly well organized and well funded (it’s a popular charity for soldiers) so Administration and Resources (Money) are Fair.
At Average are Sway: Beve, Communication, and the special Skill “Charity”, which represents the good works (and subsequent good will received) the church pursues.
The two remaining ranks are spent on chapterhouses in the Cities of Beve and Anas, with Beve being their main house (Thus the Sway).
The final write up looks like:

Aspects:
Quintarian [][]
Militant []

Skills
Arms: Templars Good
Resources: Money Fair
Administration Fair
Sway: Beve Average
Charity Average
Communication Average

Holdings
Chapterhouse: Beve [] (Fortified)
Chapterhouse: Anas [] (Fortified)

12.4 Using Organizations
Once play has begun, there are several benefits to having stats for organizations. It provides a good baseline for what various organizations may know and what their interests are. It also provides an excellent shorthand for dealing with NPCs from that organization. If the Knights of Anton have Arms (Knights) at Good, then Joe Nameless Knight can probably be considered to have a “Good” in appropriate military skills.
Additionally, it provides a nicely abstracted way for organizations to come into conflict with one another and to resolve it with a minimum of headache. How likely are Walsingham’s spies (Information (France): Good) to find out about John Ballard’s Jesuit Conspiracy (Secrecy: Fair) to assassinate the queen? Easily determined!
For games which use an “off season”, organization statistics can also be used to represent and resolve longer term conflicts. Organizations may even have their own wound track for GMs wishing to concentrate on this element.

12.5 The Conspiracy Game
One interesting option for using this system is as a preamble to another game. Allow each player to construct an organization in a phased fashion, and allow the interactions of the organizations and the choices of the players establish some of the backdrop of the setting. The play of this is simple enough, but a few complications can spice it up:
Disallow player from making subsequent characters with membership in the organization they created.
At the end of each phase, have each player secretly write the name of the organizations closest ally or greatest enemy among the group. The GM looks at these secretly, and whenever there is a match up (including enemy to ally!) add an aspect to each organization called “Connection to <name>”. This means the two groups compliment each other well, but are also vulnerable to each other. After all, in a conspiracy game, what is an ally except an enemy who has not yet shown his stripes?

12.6 Sample Organizations
The Amazing Vinka’s Traveling Circus
The circus is one of the most popular shows in the kingdom, but it also has a secret. A mysterious patron provides the circus with much of its resources, and in return uses it as a personal group of spies an infiltrators throughout the kingdom.
The Circus is a 4 Phase organization.

Aspects:
Traveling Circus [][]
Spies []
Obligation []

Skills:
Espionage: Good
Secrecy: Good
Reputation (Circus): Fair
Entertain: Fair
Resources (Patron): Fair
Communication: Average
Arms (Roustabouts): Average
Unity: Average
Administration: Average

Holdings: None
Notes: The Circus has 2 special skills, Espionage and Entertain. Espionage works as a targeted Information skill - they can act as if they have an information skill at that level wherever they are physically located. Entertain represents how well they (as a whole) put on a show.

The Star Rangers
The Star Rangers are the law enforcement arm of the Galactic Empire. Their Blue spacesuits and blasto-pistols are recognized throughout the Galaxy and feared by all those who would do wrong! Of course, they are also consistently under funded, outnumbered and outgunned, but all the same, the Rangers always get their man!
The Rangers are an 8 phase organization, and the Galactic empire consists of 5 main regions: The Core, The Rim, The Corporate Zone, Wildspace and the Starbelt.

Aspects
Galactic Law Enforcement [][][][][]
“Always Get Their Man” [][]
Honorable []

Skills
Arms (Rangers): Great
Unity: Great
Information (Core): Good
Information (Corporate): Good
Information (Starbelt): Good
Administration: Fair
Communication: Fair
Resources (Ships): Fair
Information (Rim): Fair
Control (Rim): Average
Sway (Core): Average
Sway (Starbelt): Average
Resources (Money): Average
Information (Wildspace): Average

Holdings
Carrier Group Roland [][] (Mobile, Fortified)
The rangers have no fixed base, operating instead out of this mobile force, allowing them to deploy to the 6 corners of the galaxy when the need arises.
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Co se tyka Fate d6, nevite nekdo o nejakem poolovem Fate? Sestistenky jsou snaz k sehnani, ale kdo se s tim ma scitat?
But nobody came.
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Pozri vo FUDGE rôzne spôsoby hádzania, je tam ak k% a ktovie čo.
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Bifi: diky, ta konstrukce organizaci se hodí Obrázek
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Kurt Wiegel (Game Geeks) má vlastný videocast na Youtube, v ktorom najnovšie predstavil Spirit of the Century.

Video (v angličtine) nájdete tu.
Naposledy upravil(a) Joe dne 17. 8. 2007, 15:35, celkem upraveno 1 x.
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Znova Kurt Wiegel (Game Geeks), tentoraz z krátkym predstavením mechaniky FATE 3.0 vo všeobecnosti.

Video (v angličtine) nájdete tu.
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Theory from the Closet - Clyde sa rozpráva s Fredom Hicksom (spolutvorcom Fate a Spirit of the Century - SotC) o vzniku systému Fate (obsiahnutom v SotC), SRD SotC (systémovom referenčnom dokumente SotC), manifeste tvorby postavy od Evil Hat, Jimovi Butcherovi a Indie Press Revolution.

priamy odkaz na MP3 Podcast (v angličtine)
Webstránka Theory from the Closet
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Pre LZJ (a ostatných bratov čechov ;))

Česká PocketMod verzia 8-stránkového FATE - FATE pravidlá do vrecka. Trochu viac, ako jednostránkové zhrnutie, trochu menej, ako celá príručka. Podľa tohoto zhrnutia by ste mali byť schopní FATE hrať.

Ako skladať PocketMod:

http://www.pocketmod.com/howto/
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