OOC

April 1941- Vichy France.

You are, you are assured, somewhere over France. But whereabouts, your guess is as good as anyone’s. Beyond the small windows of the Lockheed Hudson all you can make out is darkness, and one patch of darkness looks like any other. Suddenly that darkness is broken by five patches of light that seem to burst into life. Five fires that should outline the drop zone. Five fires that show you are expected, and that friends wait below.

The converted bomber passes over the fires, then turns back.

“Green light, good luck chaps”

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Re: OOC

Postby DrPeterson » Mon Aug 24, 2015 8:52 pm

Idea: Former Spanish Civil War guerilla with an uncanny knack for languages.

Character Name: Maria Vega

High Concept: Master of tongues, mistress of murder

Trouble Aspect: Hunted by "los Hermanos de la Sombra"

Mythos Background: Shot Commandante Lope Fuentes in the face and saw him absorb the bullet.

Phase Trio: (obvious try-out)
Taste for Germanic blood
Steadfast steely will of iron


Skills: [draft] Great (+4)
Good (+3)
Fair (+2)
Average (+1)

Stunts:
Last edited by DrPeterson on Mon Aug 24, 2015 11:05 pm, edited 3 times in total.
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Re: OOC

Postby Priest » Mon Aug 24, 2015 9:00 pm

You may find the following usefull;
High Concept and Trouble

You need to define a High Concept, which is intended to convey the essence of your character. High Concepts are usually pithy, and ideally an interesting attention getter...the equivalent of an elevator pitch or a newspaper headline.

You also need a Trouble, which is the counterpoint to your High Concept. While the High Concept describes your character's essence, your Trouble describes the main source of dramatic tension in your character's ongoing story, the thing that holds them back, or causes them to get involved in circumstances that they'd rather avoid but which provide interesting interludes to their existence.

A good Trouble will not only make your character more "real", it also will provide your most reliable means of regaining Fate points during play. Though it seems counterintuitive, a Trouble that doesn't really complicate your character's existence will make your character weaker, not stronger. You want to be compelled and involved in the narrative, and your character's Trouble is a primary enabler of that goal.

Hold off the skills and stunts as the way AC does them is somewhat different to Fate core. I will explain later.
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Re: OOC

Postby Mr. Handy » Tue Aug 25, 2015 4:57 am

Character Idea: French-born actress who excels at disguise and impersonation.

Character Name: Monique Deveraux

High Concept: Woman of a Thousand Faces

Trouble: Memorably Beautiful

Mythos Experience: While bathing on a beach in Normandy in her late teens, Monique spotted something underneath the surface watching her. She couldn't see any details clearly, but it had vaguely the shape of a large man. Yet it could not have been a man, for no man could stay underwater that long without breathing. When it began to swim towards her, she fled back to the shore.
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Re: OOC

Postby Priest » Tue Aug 25, 2015 9:03 am

Dr P & Mr H, excellent i like them both.

Dr, P tell me more about "los Hermanos de la Sombra". The likelyhood of them appearing in France, perhaps?
Supercape, Finn's trouble 'Slow on the Draw' does that also apply to his thinking?
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Re: OOC

Postby Supercape » Tue Aug 25, 2015 9:50 am

I'm still stewing it over in my mind. I think I may change it to "Heavy drinker", like a good Scandinavian Sailor. I do like the idea that he is slow to react, but on reflection I think flaws/complications are better when a bit more concrete than abstract.

Sorry I keep altering, its just a process of refinement! I am considering making him an ex-smuggler, might fit better with the setting.
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Re: OOC

Postby ghill » Tue Aug 25, 2015 10:45 am

I do like DrPetersons, High Concept "Master of tongues, mistress of murder"
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Re: OOC

Postby Priest » Tue Aug 25, 2015 10:52 am

Supercape: That's fine keep working on him until you are happy. At each part of Character Creation, there may be something that completely alters your idea.

Next we have;
The Phase Trio

Slightly different to the formula in the Core rules and AC as well. From each of the following create an aspect which you feel applies to the situation. For example, maybe Maria Vegas was forced to lie perfectly still for over an hour amongst the dead bodies of her former comrades until the Fascist squad had departed the area – ‘Steadfast steely will of iron’.
For each of these phases, an easy way is to think in terms of the back of a novel. The event story should be short, sharp and to the point.


1. Getting noticed by the SOE.
This first phase is not necessarily about an adventurous moment, but a moment where your character is tested, deals with an especially difficult situation, or displays exceptional aptitude, for example. This may well read like the back cover of a pulp dime novel, but it could just as well be something cosy and down-to-earth. To flesh out this phase, ask yourself the following story questions.
• Something dangerous (or potentially so) happened, and that is part of what made your organisation take notice. That danger certainly could be to life and limb, but it could also be to property, finances, reputation, and so on. What exactly was on the line?
• Did you seek out this situation, putting yourself in the path of this danger for glory or gain? Or did this situation happen to you, forcing you to escape or overcome it?
• Who or what stood against you? Did you expect the opposition you got? Did some of it come out of nowhere?
• Was it more skill or luck that saw you through this peril?
• What consequences arose from the outcome? What did you gain? What did you lose?
• How long ago did this event happen? Last week? Last month? (Note: do not go any further back than six months when answering this question.)
• Is this something you talk about to others while sharing drinks, or something you try to keep quiet and buried?

Here are a few examples. Use these if you are stuck—either as-is, or as a springboard for your own ideas.
• With most of your unit pinned down by machine gunfire, you single-handedly took out the enemy bunker and saved most of your men.
• Deep behind enemy lines, you had to bluff your way onto a transport heading to the front.
• You were one of a handful of volunteers who swam out to enemy ships and planted explosive charges on their hulls.
• You had earned the particular ire of a Nazi commander, and had cost the occupying forces in men and resources in an effort to hunt you down.
• You held off an advancing force for three days from your sniper position.
• Your life at Oxford suddenly held more excitement once you and your research gained the notice of a German spy.
Once you have come up with this event, write an aspect that relates to some part of what happened. The general advice on pp.40-41 of Fate Core System (http://fate-srd.com/fate-core/phase-trio) applies to this phase.

2&3. Life before the war (I have combined Phases 2 & 3 so please pick two)
Formative events in your character’s life that happened before Germany began its march on Europe. These could be a childhood event, or something that happened as you travelled on the path that led you to becoming the soldier, spy, or scholar you are today.
Here are a few mundane examples. Use these if you are stuck—either as they stand, or to help generate your own ideas.
• Being bullied in school, or defending someone else from such abuse
• A particularly hard moment growing up in a rough home
• Dealing with a rival in basic training or university
• That time when you loved and lost (or fought to not lose)
• The brawl that lead to you earning your nickname
• Convincing your professors that your theory was sound

Maybe you had been involved in some sort of criminal activity, from which you had gained talents that made you particularly useful to the SOE.
• Being skilled in the use of explosives to crack open a safe.
• Being a gifted mechanic (not necessarily criminal, but could be useful).

At the end of this section you should have three final Aspects that further define your character. Next we move to skills.
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Re: OOC

Postby DrPeterson » Tue Aug 25, 2015 12:25 pm

Thanks! I was quite pleased with that myself :)


I was thinking the Hermanos could be linked to the occult branch of the secret police of the Spanish fascist state. They could be in close collaboration with the Gestapo and could be on Maria's track, so could show up pretty much everywhere. It's also why she was rather keen to join to SoE.

I sent you a pm and saw you replied, but I can't access my mailbox.
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Re: OOC

Postby ghill » Tue Aug 25, 2015 12:39 pm

Ah the infamous los Hermanos de la Sombra, or as we in Great Britain know them the Brotherhood of Shadows, I believe the French call them Fraternité des Ombres, while the Turks know them as Gölgeler Kardeşlik. A quite villainous bunch.
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Re: OOC

Postby Priest » Tue Aug 25, 2015 2:23 pm

Thanks Dr P and ghill, I have a feeling they might show up at any time :D

Dr P: the message I sent, that you can't read, is just to say that I couldn't get into my mailbox either so wasn't able to read the one you sent.
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Re: OOC

Postby aine » Tue Aug 25, 2015 3:07 pm

Idea: Upper-class cloud cuckoo land

Character Name: Clarence Dalrymple

High Concept: Genius for puzzles

Trouble Aspect: No commonsense / mind not on the mundane plane, often at inopportune moments ??

Mythos Background: As a child, Clarence once opened a certain book in his uncle's library and was never quite the same afterwards. When his uncle died the book collection was donated to the SOE.

Phase Trio:
Whilst perusing the Sunday papers over the kippers and marmalade, Clarence discovers a secret code in the crossword puzzle. It's the main communication for an East Anglia based German Spy network. He thinks for a bit and then sends answers back to the competition PO box and causes a major meltdown n the network. Unfortunately Clarence adds his name and address, SOE infiltrators have to work very quickly to rescue Clarence from the clutches of the irate remains of the spy network.

Skills: [draft] Great (+4)
Good (+3)
Fair (+2)
Average (+1)

Stunts:
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Re: OOC

Postby Priest » Tue Aug 25, 2015 4:49 pm

aine wrote:Idea: Upper-class cloud cuckoo land

Character Name: Clarence Dalrymple

High Concept: Genius for puzzles

Trouble Aspect: No commonsense / mind not on the mundane plane, often at inopportune moments ??

Mythos Background: As a child, Clarence once opened a certain book in his uncle's library and was never quite the same afterwards. When his uncle died the book collection was donated to the SOE.

Phase Trio:
Whilst perusing the Sunday papers over the kippers and marmalade, Clarence discovers a secret code in the crossword puzzle. It's the main communication for an East Anglia based German Spy network. He thinks for a bit and then sends answers back to the competition PO box and causes a major meltdown n the network. Unfortunately Clarence adds his name and address, SOE infiltrators have to work very quickly to rescue Clarence from the clutches of the irate remains of the spy network.


Sweet think of a suitable aspect for that, maybe he has a pathological need solve puzzles/riddles
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Re: OOC

Postby Priest » Tue Aug 25, 2015 4:56 pm

Okay, the Skills, specialisations and the corresponding Stunts. Long lists will break them up into post sized chunks :D

1. Skills & Specialisations

There are several more skills in Achtung! Cthulhu than in the Fate Core default skill list. For that reason, characters have more skills than Fate Core’s default.

When creating your character, choose either a deep focus or a broad focus. Characters with a deep focus have fewer skills, but have two that are rated as Great; characters with a broad focus have more skills, but with only one rated as Great.

Broad Focus
• 1 Great (+4) skill
• 2 Good (+3) skills
• 4 Fair (+2) skills
• 7 Average (+1) skills
(For a total of 13 skills.)

Deep Focus
• 2 Great (+4) skills
• 2 Good (+3) skills
• 3 Fair (+2) skills
• 5 Average (+1) skills
(For a total of 11 skills.)

Mediocre (+0) is the default for any skill that you do not take, though several skills will state that they can only be used by characters who do take them; in those cases, they cannot be rolled or otherwise used in an action by characters that have not taken them.
The one skill that is prohibited at character creation is the Mythos skill. That skill is gained as a result of grievous exposure to the otherworldly, and thus is handled in-play.

Specialisations
You may take up to two specialisations at character creation for free, provided that they relate to one of your aspects. More may be taken as stunts.
If you have problems coming up with two specialisations in character creation, you can elect to leave those specialisations unfilled, and instead reveal having a specialisation in play.

Some particularly broad skills—notably Academics, Lore, Mechanic, Sciences, and Soldier—have specialisations associated with them, representing advanced education or specialised access relating to that skill. Skills with specialisations have them listed in their descriptions. You can only select a specialisation for skills ranked at Fair (+2) or higher.
Specialisations come into play with overcome actions, or when creating an advantage revolving around gaining information (where having specialised knowledge or access is either beneficial or required for the action). For situations where having knowledge about the specialisation is required, if you have the relevant specialisation, then you can use the skill as normal. If you do not have the specialisation, but you have the skill ranked at Fair or higher, you can attempt to use the skill as though it was two ranks lower (so a Fair Academics is treated as Mediocre in that circumstance, for example)—this represents that you may have incidentally picked up what you need to know through your more general schooling. If you do not have the skill, or only have it at Average, you cannot attempt an action that has a required specialisation.

Specialisations do not convey additional aptitude in direct actions, including attack actions, defend actions, and overcome or create an advantage actions where such knowledge is only tangentially connected. Unlike skills, specialisations are not pre-defined lists, and there may be overlap between various specialisations; for example, Academics (History) and Academics (Ancient Egypt) both cover the history of Ancient Egypt, but the former covers many histories while the latter is more in-depth, covering the spirituality, culture, and languages of those people.
At the GM’s discretion, a specialisation may be so obscure that a character without it cannot use it at all if he does not have it. If no-one in the group has it, there should be a particularly compelling reason for involving an obscure specialisation in the story, as that otherwise leads to boring (and, potentially, frustrating) play.

Gaining & Enhancing Specialisations
You may take up to two specialisations at character creation for free, provided they relate to one of your aspects. Beyond that, look to the Broad Education stunt on Academics, which can also apply to other skills. (As mentioned, you can elect to leave those specialisations unfilled at character creation if none seem obvious, and fill them in later).

Automatic Noticing
In some cases, you won’t need to roll to notice something. Your character automatically succeeds in noticing anything interesting or peculiar relating to skills taken at Good (+3) or higher, as well as any specialisation taken (regardless of the associated skill’s rank). The GM will just simply give you the necessary information, and possibly also an aspect. Indeed, you cannot choose to fail, which becomes important when your character discovers facts that could risk his sanity (known as a “sanity trigger”).
This does not convey automatic situational awareness (and thus cannot help you notice an ambush or any other surprising, or dangerous, circumstances), just facts or out-ofplace
elements that others without such training would miss.
It will also not cause you to automatically succeed on situations where focussed scrutiny or lengthy research is required; it represents your character’s ability to see at a glance something that others would miss. Given that having automatic noticing comes from possessing a high skill or having a specialisation, you will likely find what you are researching when you do go looking for it—it will just take more time than this rule covers.
If you have a stunt that allows you to swap one skill for another in a given situation, and that effectively makes the skill in use ranked Good or higher, then that also counts for automatic noticing.

Skill Drain
Skill drain (or just “drain”) is the effect of temporarily losing ranks in a skill. This is most common with Resources and Will. When a skill suffers drain, it temporarily loses one (or, rarely, more) ranks, though it can never go lower than Mediocre (+0). This only affects actions, and not other benefits of a skill such as additional stress boxes, consequence slots, or automatic noticing.
The circumstance around regaining lost ranks varies with each situation. A peaceful night’s sleep will regain a lost Will rank.
Regaining Resources depends on the current rank—regaining to Average takes a day, to Fair takes a few days, to Good takes a couple weeks, and to Great or higher takes around a month. Note that these are the defaults, and individual story situations may hasten or delay recovery.
For stunts that replace skills, if that stunt would become a detriment—such as the Field Medic stunt replacing Medic with Soldier in battlefield situations—the character may switch back to using the original skill, until the stunt becomes useful again.
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Re: OOC

Postby Priest » Tue Aug 25, 2015 5:02 pm

2. Skill List


Athletics: General physical aptitude regarding movement, callisthenics, etc.; used to avoid being physically harmed
Academics: Knowledge from academia and classical education
(various specialisations available)
Contacts: Having associates and knowing how to find useful people
Deceive: Lying, misdirection, and other subtle ways of manipulating others without their knowledge
Demolitions: Making, planting, and disarming explosives
Drive: Talent for operating automobiles and similar vehicles in stressful situations
Specialisations:
Helm—Drive skill for large seacraft
Operate—Drive skill for tanks and similar
Pilot—Drive skill for airplanes
Ride—Drive skill for horses, camels, etc.
Sail—Drive skill for small boats

Empathy: Ability to read other people
Fight: Physical, close-quarters fighting—fists, knives, etc.
Investigate: Capacity for detailed research, interviewing, and other information gathering and collating skills
Lore: Knowledge from esoteric and obscure subjects.
(various Specialisations available)
Mechanics: Aptitude for working with machines (and for blowing them up, with the Combat
Engineer stunt)
Specialisations:
Electrical – mechanical skill for electrical devices
Mechanical – mechanical skill for petrol or diesel engines

Medic: Diagnosing and treating the sick and injured
Mythos: Ability to understand, and even command, the unknown (This skill prohibited at character creation)
Physique: Strength and capacity to endure physical harm
Provoke: Intimidating, scaring, or otherwise hostilely manipulating others
Rapport: Command of a friendly and personable nature
Resources: Having wealth and capital, or at least access to some
Sciences: Knowledge of sciences and technology
(various specialisations available)
Shoot: Using firearms to inflict harm from a distance
Specialisations:
Archery—Shoot skill for bows and other natural missiles
Cannon—Shoot skill for vehicular weapons
Heavy Weapons—Shoot skill for rocket propelled grenades, flamethrowers, etc

Soldier: Professional skill of being employed in a military
(Various specialisations available)
Stealth: Ability to go unnoticed
Survival: Hunting, tracking, and general situational awareness; used to notice things and for initiative in physical combat
Tradecraft: Burglary, disguise, sabotage, and other spy-oriented skills
Will: Ability to keep one’s composure; crucial for retaining sanity
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Re: OOC

Postby Priest » Tue Aug 25, 2015 5:12 pm

And now the biggie :D
3. Stunts


The following is a list of Stunts available and which skills they apply to. Remember you can only have three stunts, unless you spend one refresh point per extra stunt. So you must choose which is the greater benefit, refresh points or stunts.

Athletics Stunts
• Sprinter. You move two zones for free in a conflict without rolling instead of one, providing that there are no situation aspects restricting movement.
• Rooftop Runner. +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
• Dazing Counter. When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.

Academics Stunts
• Broad Education. You were practically raised by books. You have two additional Academics specialisations.
• I Know Where to Look! With lengthy access to an appropriate facility, you can attempt to use an Academics specialisation you do not have at 1 rank lower than your skill, rather than the usual 2 lower.
• Renowned Scholar. Between being published in journals and speaking in numerous universities, you have become well known in your sphere of expertise. You can use Academics instead of Contacts or Rapport, when your influence in any specialisations you have comes into play.
• University Backing. You may substitute Academics for a Resources action, if you can illustrate how your university or other institution can get the desired objects or services on your behalf. Drain normal for Resources does not apply to Academics as a whole, but it does apply to this use of it. Difficulties and regaining Academics for this purpose may vary from standard Resources use.
• Unquestioningly Brilliant. When you use an Academics specialisation to create an advantage, it has one additional free invocation.
(The “I’ve Read About That!” and “Shield of Reason” stunts in Fate Core do not apply to Achtung! Cthulhu).

Contacts Stunts
• Ear to the Ground. Whenever someone initiates a conflict against you in an area where you have built a network of contacts, you use Contacts instead of Survival to determine turn order, because you got tipped off in the nick of time.
• Rumourmonger. +2 to create an advantage when you plant vicious rumours about someone else.
• The Weight of Reputation. You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you have cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.

Deceive Stunts
• Lies upon Lies. You have a +2 to create a Deceive advantage against someone who has believed one of your lies already during this session.
• Mind Games. You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack.
• One Person, Many Faces. Whenever you meet someone new, you can spend a fate point to declare that you have met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever you are interacting with that person.
• Trained Performer. You have years of theatre or other, similar, training. In addition to using Deceive for a legitimate performance, the skill covers Contacts in such worlds, as well as other potential situations where your acting comes into play.

Demolitions Stunts
• Master Defuser. With steady hands and nerves of steel, you are adept at disarming explosives. When doing so, you have a +1 to your skill. Additionally, if you succeed at a cost on such an action, you can choose for it to be a mild consequence related solely to the stress of the job, like On Edge or Too Much Adrenaline, rather than anything that happens to the scene or another character.
• Sixth Sense for Explosions. A life of handling bombs has given you a preternatural sense of when they are about to explode. When avoiding or defending against an impending explosion, you can use your Demolitions skill in place of Athletics (for diving for cover), Survival (for situational awareness), or whatever other skill would normally be used in the situation.
• Stealth Bomber. You are adept at hiding your death-dealing devices. You can use Demolitions in place of Tradecraft for such actions.

Drive Stunts
(Stunts with one Drive skill do not automatically convey to another. Some stunts will not apply to every single Drive variant— for example, Ramming Speed! does not work with Ride.)
• Hard to Shake. You have a +2 to Drive whenever you are pursuing another vehicle in a chase scene.
• Pedal to the Metal. You can coax more speed out of your vehicle than seems possible. Whenever you are engaged in any contest where speed is the primary factor (such as a chase or race of some kind) and you tie with your Drive roll, it is considered a success.
• Ramming Speed! When ramming another vehicle, you ignore two shifts of damage. So if you ram and hit for four shifts, you only take two yourself.
• Behind Any Wheel. Your talent for vehicles is unsurpassed. You can use Drive for another version of this skill (such as Ride, Sail, etc.). Any stunts that you have with Drive also count for that skill, when appropriate.

Empathy Stunts
• Grounding Presence. You have a +2 to all Empathy rolls made to understand and communicate with the clinically insane and others not of sound mind.
• Lie Whisperer. You have a +2 to all Empathy rolls made to discern or discover lies, whether they are directed at you or someone else.
• Nose for Trouble. You can use Empathy instead of Survival to determine your turn order in a conflict, providing that you have a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.
(The Psychologist stunt in Fate Core does not work in Achtung! Cthulhu).

Fight Stunts
• Heavy Hitter. When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
• Backup Weapon. Whenever someone is about to hit you with a Disarmed situation aspect (or something similar), spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
• Killing Stroke. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence, or be taken out. The GM may refuse the fate point if, for whatever unnatural reason, what you are fighting cannot be so affected.

Investigate Stunts
• Attention to Detail. You can use Investigate instead of Empathy to defend against Deceive attempts. What others discover through gut reactions and intuition, you learn through careful observation of expressions.
• Eavesdropper. On a successful Investigate roll to create an advantage by eavesdropping on a conversation, you can discover or create one additional aspect (though this does not give you an extra free invocation).
• The Power of Deduction. Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. For each shift you make on this roll, you discover or create an aspect on either the scene or the target of your observations. You may only invoke one of them for free.

Lore Stunts
(In addition to the Broad Education, “I Know Where to Look!,” and Unquestioningly Brilliant stunts for Academics, the following Lore stunt may come in handy.)
• Intimidating Scholar. Your command of the esoteric can be truly frightening to behold. When you can leverage your impressive knowledge in such a fashion, you may use Lore for Provoke actions.

Mechanics Stunts
• Always Making Useful Things. You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Mechanics, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
• Better than New! Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you have made, instead of just a boost.
• Combat Engineer. You can use Mechanics in place of the Demolitions skill, representing the breadth of talent combat engineers possess to construct and demolish objects on the battlefield.
• Surgical Strikes. When using Mechanics in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts. (Normally, you would need to divide your roll between your targets.)

Medic Stunts
• Trauma Doctor. By spending a fate point and at least half an hour, and having the right supplies on hand, you can reduce someone else’s physical consequence by one level of severity (severe to moderate, moderate to mild, mild to nothing at all) by succeeding on a Medic roll with a difficulty of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You cannot use this stunt on yourself. (Normally, this roll would only start the recovery process, instead of changing the consequence level.)
• Combat Surgeon. When using a surgical implement (such as a scalpel), you may use Medic in place of Fight. Such implements do not have a Weapon rating, regardless of what you are using.
• I’m a Doctor, Damn It! You can use Medic for Rapport in various situations where being a doctor carries weight, such as making people do things or get out of the way when you’re tending to someone in critical condition.
• Poison Control. You can use your Medic skill to create poisons, and you automatically have a Medic specialisation in poisons without needing to take it separately.
(Note that you don’t need this stunt to treat patients who are poisoned; that’s a matter of overcome to remove a situational aspect or address a consequence already incorporated into Medic.)

Physique Stunts
• Grappler. You have +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
• Hardened and Lucky. Once per scene when dealing with an unavoidable attack, you can roll Physique and use stress boxes without paying a fate point.
• Take the Blow. You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie. This stunt gives you the advantage of being able to do something else instead of actively defending with Athletics, such as taking the blow while holding a gate open or performing a ritual.
• Tough as Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that is physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether. The GM may refuse the fate point if, for whatever unnatural reason, whichever foul menace that attacked you cannot be so casually shrugged off.

Provoke Stunts
• Armour of Fear. You can use Provoke to defend against Fight attacks, but only until the first time you are dealt stress in a conflict. You can make your opponents hesitate to attack but, when someone shows them that you are only human, your advantage disappears.
• Provoke Violence. When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.
• Okay, Fine! You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If
the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.)
• Stand to Attention! You have a +2 bonus to Provoke when dealing with military characters under your command, and of those of lesser rank in general.

Rapport Stunts
• Best Foot Forward. Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.
• Demagogue. You have a +2 to Rapport when you are delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
• Popular. If you are in an area where you are popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
• Inspiring Leader. You have a +2 to Rapport when you rally your soldiers and when otherwise making connections with those you lead (whether civilian or military).

Sciences Stunts
(In addition to the Broad Education, “I Know Where to Look!”, University Backing, and Unquestioningly Brilliant stunts for Academics, the following Sciences stunt may come in handy).
• In Theory. Your command over the natural world manifests in surprising ways. You can spend a fate point to substitute Sciences for any other skill, for the purposes of overcome actions or creating advantages, providing that you can justify your knowledge applying in such a way. This substitution lasts for the scene. (This is similar to the “I’ve Read About That!” stunt in Fate Core.)

Shoot Stunts
(Stunts with one Shoot skill do not automatically convey to another. Some stunts will not apply to every single Shoot variant—for example, Called Shot does not apply to heavy weapons).
• Called Shot. During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.
• Quick on the Draw. You can use Shoot instead of Survival to determine turn order in any physical conflict where shooting quickly would be useful.
• Uncanny Accuracy. Once per conflict, stack an additional free invoke on an advantage you have created to represent the time you take to aim or line up a shot (like In My Sights).
• Tank Master. You can use Operate (the Drive skill for tanks) in place of Cannon. However, you cannot drive a tank and shoot its cannon at the same time—that still takes multiple people to pull off simultaneously.
• Natural Shot. Your talent for weapons is unsurpassed. You can use Shoot for another version of this skill (such as Archery, Cannon, etc.). Any stunts you have with Shoot also count for that skill, when appropriate. Instead of choosing another version of the Shoot skill, you could choose Athletics for the purposes of thrown weapons (such as grenades).

Soldier Stunts
• Artilleryman. You are trained in the use of massive weapons, such as artillery, anti-aircraft cannons, or torpedoes. For these attacks, treat as Shoot but use your Soldier skill.
• Field Medic. You can substitute Soldier for Medic in dealing with typical battlefield wounds and addressing physical consequences.
• Honed Instincts. In battlefield and normal combat situations, you can substitute Soldier for Survival when it comes to situational awareness and turn order. Once your sanity threshold is not Of Sound Mind, this also applies to conflicts involving Mythos beings and situations.
• Tactician. You can use Soldier to create advantages based on employing superior tactics, as a quick contest against another commander’s Soldier skill or an individual enemy soldier’s Survival skill, depending on the nature of the battle.
• Well Connected. You have +2 to your Soldier skill for requisitioning equipment.
(Note: Aside from the above stunts, no stunt can add an attack or defence action to Soldier, such as allowing Soldier to substitute for normal uses of Fight or Shoot).

Stealth Stunts
• Face in the Crowd. You have +2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment—an Underground station requires more people to be crowded than a small bar.
• Vanishing Act. Once per scene, you can vanish while in plain sight by spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you are vanished, no-one can attack or create an advantage on you until after they have succeeded at an overcome roll with Survival to suss out where you went (basically meaning that they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that overcome roll.
• Slippery Target. Provided you are in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away.

Survival Stunts
• Danger Sense. You have an almost preternatural capacity for detecting danger. Your Survival skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you. (In some cases, unnatural entities that bypass any human senses will still be a problem for you.)
• Body Language Reader. You can use Survival in place of Empathy to learn the aspects of a target through observation.
• Truly of the Land. You have a +2 to any Survival roll tracking game, foraging, building and maintaining shelter, and so on.
• Everything is Useful! You have a +2 to any Survival roll regarding scrounging and scavenging, provided you are in a situation where scavenging is an option. If it is not normally an option, you can pay a fate point to act anyway (at the normal rank), showing that even in a desolate wasteland, you can find something useful.

Tradecraft Stunts
• Always a Way Out. +2 on Tradecraft rolls made to create an advantage whenever you are trying to escape from a location.
• Demolitions Spy. You can use Tradecraft for Demolitions actions.
• Security Specialist. You do not have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on. (Normally, a character would roll against passive opposition for that.)
• Talk the Talk. You can use Tradecraft in place of Contacts whenever you are dealing specifically with thieves and spies.
• Poison Crafter. You can use your Tradecraft skill to create poisons.

Will Stunts
• Strength from Determination. Use Will instead of Physique on any overcome rolls representing feats of strength.
• Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It cannot be compelled against you or invoked by your enemies. At the end of the scene it comes back with a vengeance, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.
• Incredulous Mind. Add two boxes to the Of Sound Mind, Disturbed, and Unhinged sanity tracks. This stunt may be taken a second time to add two more boxes to each sanity track.
• Steeled. You have +2 to defend against Provoke attacks specifically related to intimidation and fear that come from non-supernatural sources.
(Note: No Will stunts can affect sanity tests, nor can another skill be substituted for Will in regards to sanity triggers. The Will skill alone is the only armour you have against the unkind terrors ahead).
We do not see things as they are, we see things as we are.
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Re: OOC

Postby Mr. Handy » Wed Aug 26, 2015 5:56 am

I didn't have time tonight to do any further development, let alone read all of the details, but I should be able to get it done tomorrow night.

I did realize that with online rollers, you can simulate a fudge die with 1d3-2, which will give you -1, 0, or 1. Thus, you can roll 4dF by rolling 4d3-8.
Doctor Who/Call of Cthulhu Campaign:
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Re: OOC

Postby Priest » Wed Aug 26, 2015 9:57 am

Dn't fret Mr H, the game starts when everyone is ready. There is a lot to be taken in, fortunately the character creation is the longest and most confusing part of the system. Which of course it should be for a system that is more character driven.
Good spot on the dice rollers by the way, that is so much easier. Luckilly it works on Orokos too, since I managed to lose my password on IC and there seems to be no one able to reset it.
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Re: OOC

Postby ghill » Wed Aug 26, 2015 10:01 am

I suspect after you've done it once FATE character creation would be really quick. Considering how story driven it is.
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Re: OOC

Postby aine » Wed Aug 26, 2015 10:57 am

I think my Phase Trio 1 may be a bit wrong as it shows how his High Concept and Trouble got Clarence noticed by the SOE so it doesn't result in a new aspect - except that he appreciates the finer things in life. Which I'm happy to go with. I also wanted him to be very lucky; it's amazing how he seems to bumble through life and just miss one disaster after another. Would this be a suitable aspect? I could work it into Phase Trio 2/3 along with 'Surprisingly good swordsman - who? HIM??'
I'm having a problem weaving puzzles (maths/codes/riddles) and fencing into the skills and stunts as there's nothing really similar. What do you reckon?
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Re: OOC

Postby Priest » Wed Aug 26, 2015 11:22 am

aine wrote:I think my Phase Trio 1 may be a bit wrong as it shows how his High Concept and Trouble got Clarence noticed by the SOE so it doesn't result in a new aspect - except that he appreciates the finer things in life. Which I'm happy to go with. I also wanted him to be very lucky; it's amazing how he seems to bumble through life and just miss one disaster after another. Would this be a suitable aspect? I could work it into Phase Trio 2/3 along with 'Surprisingly good swordsman - who? HIM??'
I'm having a problem weaving puzzles (maths/codes/riddles) and fencing into the skills and stunts as there's nothing really similar. What do you reckon?


I would put his skill for puzzles etc in the Accademic skill, perhaps with a specialisation in mathematical solutions. Try and think of a name for a specialisation that covers it. 'cCodebreaking', 'Cryptography'?
Luck is okay, but try and define it slightly. For example, 'Devils luck' has a beneficial side and a flip side, 'Lucky Charm' for some reason he seems blessed with good luck, which also can be invoked to benefit others. Or if you wanted to be really clever, how about 'One step from disaster' could be both invoked as an aid or compelled to give you another fate point.

As for the Fencing, I would imagine it has to go with Fight and for a stunt I would go with heavy hitter, and simply flavour it more.
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