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0

In the case of Mons, I would build the Mon as an Extra as per the section on Vehicles, Locations, and Organizations. It's a separate character, so give the player (or group) some extra points to build their pet. Otherwise, I think your idea of Creating an Advantage is perfect. As to what the difficulty of the roll should be, the SRD suggests defaulting to ...


8

I'm also a big fan of Fate and Magic the Gathering, so here's to hoping I do your question justice! Balance and Feasibility To answer some of your concerns first, I will say that such a system is totally feasible and can be "balanced" just fine, as long as you and your players all agree upfront what it should look like, what the limits are, and how common ...


0

I think the difficulty should depend on the narrative of the preparation in question. "I stretch my muscles and warm up" is probably ±0 Mediocre to make you warmed up, while "I go fetch Mjölnir from Asgård" could well be +8 Legendary, but you end up with Mjölnir, the bane of Jötnar to help you in the battle ahead.


4

I can see two specific ways others can sensibly try to help, that is within the spirit of Fate rules. First one is pushing the original attempt along by invoking additional aspects that help. Adrian has a broken femur (as a severe consequence) and Bart is trying to help him get better with his Lore skill trying to set the bone. Unfortunately the falls ...


9

Recovering from a consequence usually has no penalty for failure. It's an overcome action, and failure at an overcome doesn't come with a penalty. If something was opposing you somehow, though, they'd succeed, which would probably be bad. As for whether you can attempt recovery multiple times, the rules are silent. They won't provide an answer to this, ...


1

In my game when I've done this, I use the current skill level as the difficulty, in effect, making it based on the roll and any aspects utilized/compels taken. My reasoning behind this has been that the character is attempting to push themselves to perform at their tip-top or beyond, so they are pushing the skill itself in this endeavor. Another option ...


6

Don't worry about balancing this with numbers. Balance it with story. Remember that aspects created through the Create Advantage action usually only last one scene, so my character can't prep at the beginning of the session to stack free invokes for the whole session: instead I'm using precious scene time, and that's the balancing factor. Placing aspects ...


4

As per the "Setting Difficulties" section of the SRD, if you can't think of an appropriate difficulty for a task, default to Average or Fair. Unopposed efforts to create advantages in a conflict should never be harder than Average (+1) or Fair (+2), and neither should attempts to put an aspect on an object or location.


9

Yes, if your group thinks it makes sense. Mechanically, you're spending the resources for the benefit, so it's not "unbalanced" (as much as Fate does balance) in that regard. More importantly/less flippantly: aspects are tags on important established facts, and their function is largely to remind the party of the fact and that we've agreed it's important ...


19

Yes, you're reading it wrong. Each stress box can absorb a number of shifts of its ordinal or less, and you can only use one at a time. Not just mooks. From p.160: When you take stress, check off a stress box with a value equal to the shift value of the hit. If that box is already checked, check off a higher value box. If there is no higher available ...


3

Only if they each do different things. "The moon brings out my primal fury" is an interesting and fine aspect. I'm not sold on "The moon is full" as an Environmental Aspect, but if you're going to have that, then to invoke it, it should have a separate influence on the fight: Because the moon is full, I can see my adversary's shadow before he knows I'm ...


9

This is addressed on page 206 of Fate Core, in the Affecting Multiple Targets section. It's pretty easy to miss in the book because of where it falls on the pages, and it goes like this: Make a single roll and divide the shifts between your two targets. Each target rolls to defend against the number of shifts you've assigned to him as if you'd rolled ...


12

You sure can! As per the "Affecting Multiple Targets" section of the SRD, you can either attach an Aspect to the scene (such as setting it On Fire): The easiest way to do this is to create an advantage on the scene, rather than on a specific target. A Gas-Filled Room has the potential to affect everyone in it, and it’s not too much of a stretch to ...


2

I'd say "Show them!" is the best you could do. The bad guys have all the options as well. Let them use Create Advantage and Overcome to their advantage and let the players figure it out. My players learned to use these "obscure" actions, when the Evil Spirit Ninja created the aspect "I'm to fast for you to even attack me!" on himself. This (being an ...



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