Sunday, November 17, 2013

Can You Hear The Song? 9: First draft of Skills and Modes

I'm going to continue working out some ideas for Kaiju-Song, after rereading a bit in the Fate Core books.  This is going to be my first draft, complete with broad strokes, when it comes to skills and things.  Lets see how downhill this goes...

Modes and Skills


Each mode is an Approach, a way your character "approaches" an action: its how you handle that action.  Each mode also has a set of skills and extras tied to them too.  Essentially, they are packages of skills and things that represent stuff your character can do.

Skill resolution is going to be simple here: When you roll to perform an action, you add your total in that mode to your rank in that skill.  Therefore, when you roll to Shoot, you add your rating in Cop and Shoot together before adding them to the roll.  (Note: this is part of this I'm not sure is going to stay)

When you purchase points in a Mode, you distribute points among its skills.  The number of points you can spend on skills in a mode is equal to its number of skills.  Skills in a mode don't need to follow a pyramid, but modes have to follow the pyramid.  Each starting character starts with 1 Fair (+2) mode, 2 Average (+1) modes and the rest are Mediocre (+0) modes.

No skill can have a rating higher than Good (+3).

Modes in Noah

Cop
Skills: Investigate, Notice, Shoot.  Equipment Extras.
Equipment Extras: Cop lets you obtain pieces of equipment specific to using it.  This equipment has a rating equal to one step lower than your rank in Cop.  This rating grants you extra shifts (equal to its rating) when using Cop skills to accomplish actions.

Diver
Skills: Scuba, Pilot, Hold Breath.  Extras.

Hacker
Skills: Networking, Software, Hardware.  Equipment Extras.
Equipment: Hacker lets you obtain pieces of equipment specific to using it.  This equipment has a rating equal to one step lower than your rank in Hacker.  This rating grants you extra shifts (equal to its rating) when using Hacker skills to accomplish actions.

Heavy
Skills: Athletics, Physique, Fight. Equipment Extras.
Equipment: Heavy grants you access to your own equipment, weapons in most cases.  This equipment has a rating equal to one step lower than your rank in Heavy.  This rating grants you extra shifts (equal to its rating) when using Heavy skills to accomplish actions.

Biokinesis
Skills: Deflect, Project, Resist. Demon extras & flaws.
Demon Stunts: For each rank you spend on Biokinesis, you can select an additional Demonic stunt for your character, expanding their abilities with Biokinesis.
Demonic Deformity: This is a flavorful Aspect of your character, based on their demonic nature.  You are only burden with one Demonic Deformity, but make sure it some sort of physical deformity that your character's biokinesis cannot shift away (not without a stunt, anyway!)

Leader
Skills: Contacts, Resources, Will. Rep Stress Extra.
Extra: Rep Stress.  For each 2 points you have in Leader Mode, you gain 1 box of Rep Stress.  Rep measures your positive, kewlness to others in Noah.  In order to best you in Social contests, your opponent has to "knock" your Rep Stress before they can best you.

Mouth
Skills: Deceive, Empathy, Provoke, Rapport.

Psychokinesis
Skills: Deflect, Project, Resist. Song extras & flaws.
Song Connection: All Song members know the aspects of all other members of the Song.  Resisting the compels from another member of the Song (and it has to be because of that other member being there, more or less) costs members of the Song an additional fate point.
Song Stunts: For each rank you have in Psychokinesis, you gain a additional Psychokinesis Stunt.

Pyrokinesis
Skills: Deflect, Project, Resist. Angel extras & flaws.
Angelic Stunts: For each rank you have in Pyrokinesis, you gain an additional Angelic Stunt.
Angelic Ban:  This is a flavorful Aspect that, while not being physical, is some sort of compulsion your character feels driven to obey.  You are burdened with only one Angelic Ban, which if known by your enemies can be troublesome to avoid...

Scientist
Skills: Theory, Practice, Funding. Equipment Extras.

Thief
Skills: Larceny (Rename for Burglary), Deceive, Stealth.  Rep Extras.
Extra: Rep Stress.  For each 2 points you have in Thief Mode, you gain 1 box of Rep Stress.  Rep measures your positive, kewlness to others in Noah.  In order to best you in Social contests, your opponent has to "knock" your Rep Stress before they can best you.

For example, if Zach decides to make their Pyrokinesis a Fair (+2) skill, getting 6 points to divvy up between its three skills.  So he puts 1 point in Project, but 3 points in Deflect and 2 points in Resist.  He also has a single Angelic Stunt he has to pick as well.  He also has to select a number of Angelic Bans he has to follow too, but he can leave those open or up to the GM to decide as well.

No comments:

Post a Comment