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18

Yes, why not! All Fate games are storytelling games, so all that you can or cannot do depends on whether you can form a coherent story around it that is consistent with what has come before. If you can form a plausible story around shaming a hitman enough to stop trying to kill you, I'd say you can do it. The hard part is getting there in the first place. ...


17

Yes, you can be damaged and Taken Out on any stress track A conflict in FATE is about opposing desires. While two or more desires are opposed and unfulfilled a conflict will continue. When the desires change so they are no longer opposed or one is fulfilled the conflict ends. Take the example of Hitman and Target in an open fight in a bar. Hitman's goal ...


17

It helps to first tell them that in a FATE game, the players are not their characters. Players are not much different than the GM in what they do, only that they usually have a limited jurisdiction (their character) and limited resources (their FATE points). Everybody at the table has control over how the story unfolds regarding their jurisdiction, and can ...


16

Stress tracks in FATE work as a pacing mechanism. It's not meant to simulate the physiological reaction of a body to punishment; it's there to provide a means of determining whether a character is out of the fight or not and reproduce a narrative aesthetic. Hit points historically have worked this way; the description of what a "hit point" is has often ...


15

“Empty your cup so that it may be filled; become devoid to gain totality.” - Bruce Lee New players to FATE won't necessarily have much trouble learning what the stress track is about. The issue here is that your players already understand one way of doing things, and are apparently trying to understand the stress track concept in terms of ...


12

There's really no answer to that. First of all, if we look at skills. BESM did something quite smart which is have genre based skill costs rather than fixed skill costs, most systems don't even do that, yet they have similar costs. FATE is already like that, so you've already got a situation where the ranks aren't worth the same even if you pay the same. ...


12

No. You're not. Seven is right - the end of a fight isn't the end of a scene. It can be, but it isn't necessarily - especially if you lose. Fleeing a failed assault does not grant Stress recovery! Mild consequences last until the end of the scene AFTER they get to start recovery. Just stopping a fight doesn't start recovery. EDIT: Mild consequences are ...


12

Bypassing stress and forcing consequences is confusing and risky behavior. It's not a way the system was designed to be played, and will create problems. A lot of things in Fate were meant to be tweaked by you, but this isn't one of them. (See below for the Silver Rule.) One of the problems that arises, as you've seen, is the players' confusion. It's hard ...


11

I would say that the stress continues either until the end of he scene or until such a time as the character can rest for a little time. So, in your example, if after casting the last spell, a monkey demon were to burst in and combat start then the stress would remain. If on the other hand, the character made a cup of coffee and relaxed for a little while ...


11

In the Dresden Files RPG, there are three types of conflict: Physical Conflict Mental Conflict Social Conflict These three types of conflict are separate, but parallel, and can become a bit confusing when utilizing them, because they can occur at the same time, given the correct circumstances. Physical and Mental conflict were pretty easy for me to get ...


11

This is an interesting mechanical problem. I'll begin by discussing the basic rule idea. I was about to quote the FATE rules on extras, but BESW's answer does it for me, and the basic idea is spot-on. All stormers (which in FATE is everyone with Fate points) should have the "Possibility-rated" extra, for free, granting a two-box Reality stress track and ...


11

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 ...


10

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, ...


7

If you could do so, that would be an abuse rather than a use of the system. That said, on (YS250) in the 'flavor text' in the sidebar to the left, your question is asked and answered, i.e. Hey, Billy can you take a stunt, or cast a spell, or make an item of some kind that gives you armor against the mental stress caused by casting a spell? Good ...


6

My recommendation: Absolutely nothing happens. To see why, we need to look at the nature of the damage system in Dresden. Stress, by itself, doesn't do anything. What causes you to be Taken Out is taking damage that you can't, or don't, soak with stress. (Consequences are only ever taken voluntarily, to avoid running out of stress. Admittedly this is ...


6

Make it an Extra. You've got three basic elements: a new stress track, a new skill that governs it and uses it to defend, and a bonus "trapping" on the skill that lets it also attack. Extra: Possibility Rated Permission: Must have an aspect which justifies taking this extra. Cost: Free for PCs at character creation as part of the setting's ...


6

It stacks. So Wolverine the Gnome (David the Gnome's much surlier cousin) can do 2 points of physical stress per attack. As for why... natural weapons increase the stress you can inflict, just like a plain old weapony weapon can (as referenced in the Wee... bit your quoted). Anything else that got you a damage bonus, like powers or stunts could also up the ...


6

For resistance to fire: It's pretty straightforward to use stunts and extras. Because I am a dragon, I have armor:2 against heat-based attacks. or Because I am a dragon, I have +2 to defence rolls against fire. If you go this route, then stress and consequences you do take will probably represent an attack finally penetrating your resistance. ...


5

The hunger stress track is a bit different from other stress tracks. Other stress tracks overflow as a result of an enemies' actions. The hunger stress track is only checked in general as the result of a feeding failure (see YS190), which only happens at the end of a scene. As such, first, the feeding failure would result in losing powers and abilities ...


5

The rules clearly state that stress clears at the end of a scene, as Sardathrion pointed out, and not at the end of a conflict as in the question. The trick here is in figuring out when scenes end, then. My rule of thumb is to ask myself, "Has the emotional event of this scene ended yet?" It's better than a change of scenery, because these events, for ...


5

Bypassing stress in the situations you mentionned is playing by the rules. But don't take my word for it, let's see what Fate Core tells us. When to use stress? "In brief, stress represents the ephemeral toll of participating in a conflict, whereas consequences are the lingering effects [...]" (FC 50) So you need to be in a Conflict for stress to be ...


4

Just as the name implies, you use the social stress track for damage received in a social conflict. From YS p.215 Social conflicts occur when the opposing agendas of two or more characters are resolved without physical violence, calling upon a different set of skills and trappings to resolve them. The damage done by these conflicts can be highly ...


4

I would rule for fae that any toughness which is granted by their supernatural nature is not applicable against weapons (even improvised ones) made of iron. Harsh but fair and in keeping with the books -- see Murphy, the Clorofiend, and the chain saw. So, I punch it gives the Hob 8 stresses. I stab it with rusty blade, the Hob has only 4. On a side note, ...


3

Yes, you do take stress, because it is evocation (YS288, left side, 2nd bullet): The spell is cast like evocation: power first, control later, all done in one exchange In the gathering phase of evocation you take mental stress according to the amount of power you want to use. (YS255, Gathering Power)


3

The title of the question is "Shame him into not shooting." Your first sentence is "If you insult the hitman enough, will he stop shooting at you?" Short answer: Yes. Long answer: Shooting a gun and hitting your target isn't as easy as most people think. And if you tease, taunt, and insult the shooter, they are going to become angry and loose their ...


3

Mild consequences and stress tracks are cleared when the characters get a chance to catch their breath. For health stress, this means taking a few minutes off physical activity. For mental stress, closing your eyes, meditating for a few minutes or listening to a song should suffice. Social stress could clear when the debate is over or when you remove ...


3

One of the elements of Fate Core that comes into play here is that Aspects remain true whether they are invoked or not. (FC76) If your dragon has "Can Withstand the Hottest Flames," then that's just a fact about the dragon. Immune to fire, dead sure. Invoking that Aspect means that being able to Withstand the Hottest Flames is something dramatically ...


2

The way I've always interpreted it was that any attack that utilizes a catch is only applied to the stress that the monster would have without the toughness. If the stress done by the attack would roll off the monster's normal stress track, then it's taken out. Also, the monster doesn't get the armor bonuses provided with the toughness as well.


2

You can not trade this things. Aspects say what object is, skills say what object does and tracks say what is measurable about it. Stunts are hardest to nail down but most often they say what is unique about that object. Fate points are your measure of influence. In every single case it is worth to write down only things that lead to interesting situations ...


2

FATE Core makes it very explicit that a stunt is worth one refresh. As far as I know, it doesn't even make any suggestions for swapping skills or stress boxes for anything. The physique and will skills affects your stress, and that's it! I also never got the impression that the number of aspects should be considered a balance factor. They discuss how ...



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