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8

Give them shared or mutually referential aspects! There are a couple ways to do this, and Fate Core suggests one of them already, so I'll talk about it first. The default character generation guidelines have players creating relationships between their characters as part of establishing backstory. Although this is often difficult to do and I don't always ...


10

The other answers are addressing the context of the narrative and the general tone of Fate, and at the table they're probably more useful. But let's answer the question literally too: You need to inflict 24 shifts of harm in a single hit to take out the average unprepared "main" NPC. That's shifts of harm, so I'm not taking into account whatever she rolled ...


8

It takes as many shifts of harm to take someone out as it takes. The amount is arbitrary, since the character may have more or less stress boxes, consequences, stunts, etc. Asking how many is kinda like asking how long a piece of string is. To calculate someone's plot armor against getting taken out by a single attack, you'll need to add up the following, ...


0

Interesting question! There's two ways for a character to end up being taken out: a) The player loses the conflict, giving the opponent control over its outcome, by not being able to fill in any more stress boxes and consequences. b) The player concedes the conflict, possibly to avoid further consequences, agreeing to have their character knocked down but ...


2

Although I agree with the others in that you can definitely have hidden aspect. However, you could handle this with an event based compel as well. Something along the lines of: Because the door is booby trapped and you do not know about it, it makes sense that, unfortunately, you would trigger the trap while opening the door and be hit by a poisoned ...


4

I'm not sure which ruleset you're referring to, but I think you've misread. From Fate Core, from the section entitled Secret or Hidden Aspects: Some skills also let you use the create an advantage action to reveal aspects that are hidden, either on NPCs or environments—in this case, the GM simply tells you what the aspect is if you get a tie or better ...


0

2nd case: the sun is there, but is one skilled enough to trick / maneuver the enemy to face it? Just because something is there be it shadows or fire or something else does not mean the character automaticly could take effective advantage of it. Also note that one of the uses of fp is to declare minor details. With gm approval of course.


7

So, let's set things out here. The door is trapped. The players know this. The characters don't. How does one deal with this? The oblivious characters carry on as normal. If they have no reason to suspect the door is trapped, they probably walk straight into it. (The trap that is, not the door.) If they do suspect it, and it's reasonable the ...


4

The Fate Core book addresses it this way, on page 156. As the scene unfolds, players might suggest features of the environment that are perfect as aspects. If the GM described the scene as being poorly lit, a player should be able to invoke the Shadows to help on a Stealth roll even if she hadn’t previously established it as an aspect. If the ...


1

The way I interpret it. 1st case using your turn action to act as bodyguard get full skill to defend yourself or the VIP. 2nd case act on enemy turn to jump on a granate situation that is you already had your turn and are making desparate - jump and take the bullet action. I think in that context the stunts make more sense.


4

For reasoning purposes, you could have a look at what the rules encourage the GM to do in order to keep major enemy NPCs alive, considering the fact that players are more often than not quite pragmatic in their approach to outright murdering enemies. In FATE Core page 219 (on concessions and supporting NPCs), conceding is presented as a way of achieving ...


9

This sounds like an abuse of the spirit of the rules to me. You can't use concession to undermine the opponent's victory. If the opponent's goal is to kill you, then not killing you turns their victory into a failure. Second of all, you get to avoid the worst parts of your fate. Yes, you lost, and the narration has to reflect that. But you can't use this ...


5

You don't concede to the NPCs, you concede to the other person—the GM, in this case. Does the GM want your character dead? I'd hope not! There is lots of room to offer a concession that doesn't involve your PC's death while still offering something that the other person (the GM) wants out of this scene in their capacity as a fellow crafter of the narrative. ...


18

"Doctor! It hurts when I move my arm like this!" "So don't do that, then…" On page 168, the rules discuss what it means to be "Taken Out" — and, in particular, what the circumstances are like in groups where Taken Out equates to "dead": So, if you think about it, there’s not a whole lot keeping someone from saying, after taking you out, that your ...


8

Defending others works the way the first paragraph you quoted says so: You can even make defend actions on behalf of others, so long as you fulfill two conditions: it has to be reasonable for you to interpose yourself between the attack and its target, and you have to suffer the effects of any failed rolls. That's it! That's defending others. If you ...



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