My name is Roman, and though I've been gaming & GMing for 20 years,
I'm new to both FUDGE and FATE. When I read a review of the game at
RPG.net, I knew I had to give it a try, as it incorporated my
favorite "bits" from several systems I love (Story Engine /
Maelstrom, a bit of 7th Sea, etc.) into a workable and unique design
that all of my players could access easily.
I'm finishing up the Evernight / Savage Worlds campaign, and will
begin an SF / New Space Opera campaign soon. I was wondering if
there were any suggestions on easily simulating Cybernetics using
the game system. I figure the easiest way would be to have an
aspect called "Cyborg" or "Cybernetics", and various "skills"
reflecting cybernetic enhancements--IR vision, etc.
However, I was wondering ... say the cybernetics gave the player
something like "Enhanced Reflexes." To me, that sounds more like an
aspect, with the special effect being that it's cybernetic in origin.
Thus, would it make more sense to say:
Aspect: Cybernetics
Skills (associated with that aspect): Enhanced Reflexes, Armor, etc.
OR
would it make more sense to say:
Aspect: Enhanced Reflexes (rationale: cybernetics)
Skill: Fast Draw, etc.
Which would you use, and why?
Or, if somebody's come up with a better method, could you give an
example?
I did a search of the posts in this group, but didn't see anything
related to cybernetics or cyborg.
Good day, all. My name is Roman, and though I've been gaming & GMing for 20 years, I'm new to both FUDGE and FATE. When I read a review of the game at ...
... If the cybernetics are a major aspect of the character, I'd leave it as just Aspect: Cybernetics. The reflexes would appear if necessary, and the GM could...
... walks ... a ... I think I see how this works. Thank you for the idea. If I'm correct, with the Aspect: Cybernetics, the character would get 4 skill...
... Right. Stunts are just Extras that happen to be tied to a skill to represent extra tricks, abilities, or specializations within that skill's context. -- ...
Nice use of stunts, Nick. :) To throw in another possibility: You may want to use Extras for persistant advantages, like IR vision. It's always there, but...
... Thanks! I am of the opinion that Stunts get short shrift in the current FATE rules. I think that they deserve to be described up near the character...
... So am I. In my own efforts lately, I've started to find myself setting aside extras entirely, and just going with an extensive Stunts based method. Seems...
... In the fantasy game I'm making, I'm finding places for both stunts (as skill specializations) and Extras, and my players seem interested in the choice of...
... persistant ... and in the ... cyborg ... an Extra ... the same ... whenever ... taken, ... Yes! Extras for sensory enhancements seem the way to go. Then...
... Two rules of thumb which can work with 'regulating' stunts. Either works, both have their own advantages and limitations. Option 1: You can only have as...
... Thanks, Fred! I think I'll go with option one. Perhaps the limitation of being unable to stunt on defaulted skills is (more than?) balanced by the ...
I'm still trying to work out a structure that's completely satisfying, and so far it looks something like this: 5 Phases 1 Aspect/Phase, working just as...
... Your 2nd Schtick example (infravision) sounds basically like an intrinsic extra, so maybe schticks should cost the same as stunts? the lack of flexibility...
... Right, that's something that I left out. Being able to bat arrows out of the air, (and thus use Swordsmanship to defend agains Archery) would be a stunt....
The "Doesn't sink into snow" schtick ... To quote you, you're looking for "always on Stunts", things that are "important enough to the character's story" and...
... Which is largely how I'm thinking of them. In some ways this is really just me attempting to better express what I'm going to allow as intrinsic extras....
Hi, I'm new to FATE and to this group. I'm still learning about the system, so I'm full of questions. I hope you don't mind, but here are a few of those...
... Welcome! ... The first thing that springs to mind is the very shortened stress track and the method called "2/4/6" to handle consequences, of which you can...
... Yep, one of the best (together with "Something about Bob"), and full of quotables, like (from memory): M: "Some things never change. Always blowing things...
... Hello. ... Welcome! ... And we have answers. ... It depends on how you mean. If you're talking full-on point-buy like Champions or GURPS, then I'm not...
... We recently looked at the pyramid in some detail for our own project and one of the chief conclusions we came to is that the pyramid makes you build a...
... Welcome scifi. I wrote an elaborate post in response but the forum ate it and I've been scopped by near everyone else. In briefer form: Fred wrote on his...
Thanks for the great answers everyone. I've been reading FATE 2.0 and FUDGE to get a better understanding of where the SoTC come from. I really love the...
... I'm fairly certain that someone's done some work with supers, so you'll have to wait on that reply when it comes, but as for being possible, I can't think...
It sounds like you should really consider Starblazer Adventures. The Alien Races and Mutations chapter alone has a number of superpower- like abilities,...