What I intend is a blend of
Achtung! Cthulhu with
World War Cthulhu using the
Fate system. This will be my first foray into the world of
Fate, but I am convinced that the very nature of the
Fate system will provide an excellent stage for Cthulhu Mythos gaming. Fates focus on being character driven as opposed to story driven may be the platform I have been searching for. Whether a character succeeds or fails in a task is dependent on their actions as opposed to a simple dice roll. The roll of the dice is still important, but the result can be modified to assure a sucess by actions (spending Fate points).
As I previously posted "You can get an idea of how the system works at this site;
http://fate-srd.com/fate-core/basics
Of course the rule books can be downloaded as 'Pay what you want' from Evil Hat' or other sites. But the SRD has all the rules you need".
Also there are more examples of the Fate system in use than you can shake a stick at on Youtube.
However, the following applies
General Differences from Fate Core.
Before jumping into making
Achtung! Cthulhu Fate characters for the first time, there are a few things to bear in mind regarding how this build of
Fate differs from
Fate Core.
• There are more skills in this
Fate build than in
Core and many others, representing the broad scope of the setting from an action and intellectual character perspective. Because of that,
Achtung! Cthulhu characters possess more skills.
• Skills have sub-elements known as “specialisations”, which cover having advanced knowledge or training in one area of a broader skill. Notably, this is used for academic and scientific subjects, as well as unusual lore.
• Characters will often automatically notice things that they have expertise in, either due to their high skill or their specialisations.
• There is a sanity system—the hallmark of Cthulhu Mythos gaming—that characters must pay attention to if they want to continue to fight the good fight. How sane (or insane) characters are will restrict or hamper the sort of actions that they can take—for example, sane characters have a hard time dealing with unnatural threats.
• Combat against overwhelming forces is far more dangerous than in many Fate games, though this version still retains the typical pulp flavour when the odds are even.
• Skills can be drained—that is, their ratings can be temporarily diminished. This is mostly done with the Will skill in the Sanity system, or by using Resources to acquire expensive goods or services.
• Recovery from stress and consequences is different and takes longer than normal, depending on the nature of the conflict.
The story will be set in 1941 somewhere on the continent. A full briefing follows later, when ready.
Thus far we have Mr Handy, Supercape, and Dr Peterson. Welcome gentlemen.