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Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 11, 2009, 05:13:51 PM
This is Spirit of the Century (http://www.faterpg.com/dl/sotc-srd.html). It is a high-quality RPG by Evil Hat Productions (http://www.evilhat.com/home/), and I have raved about its excellence before. The full SotC book is hard to find, but well worth the search and the cost.

As it turns out, Spirit of the Century is the first product in Evil Hat's lineup for the third edition of their popular FATE System (http://www.evilhat.com/home/?page_id=105). Next, we'll see a Dresden Files RPG in FATE 3.0, with a remarkably different twist on the basic system. After having published both SotC and DF, Evil Hat will release a FATE 3.0 "core book," a flexible system with the range to cover all sorts of types of games, worlds, and genres.

I can't wait that long.

I want to run the Jade Stage in FATE 3.0, so I am currently converting Spirit of the Century's mechanics (which are OGL) to suit my own purposes. This thread is where I am brainstorming and posting my conversion as it takes shape.

I also want to use this thread to increase your awareness of SotC and other FATE System applications, answer any questions about the system, and start teaching you all about SotC and my conversion so that you'll be ready when I run my Jade FATE IRC game.

Booyah.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 11, 2009, 05:14:36 PM
[ooc]This is the post that will be updated as I add information.[/ooc]

[ooc]LC's Conversion To-Do List:

- character creation tweaks - (finished, 1/11)
- dealing with fantasy races - (finished, 1/11)
- tweak problematic skills/stunts - (finished 1/11)
- the magic system - (finished 8/23)
...- sorcery - (finished, probably, 8/6)
...- kudan mysticism - (finished 1/11)
...- farras - (finished 8/23)
...- irasi - (finished, I think, 8/6)
...- hen-gan - (finished 8/23)

- pruning stunts and skill applications that don't work
- concrete conversion of Pilot to Sail
- tweaking and fleshing out new Mysteries stunts
- check over items/gadgets
- make decisions re: ork steel and the Weapon of Destiny stunt
- get baseline stats of vehicles in place
- finishing touches

Watch out, now, while I do my thing.[/ooc]

Quote from: Character Creation TweaksCharacters in Spirit of the Century are larger than life and very powerful, and I want to bring them down to earth just a bit for the Jade Stage. SotC character generation has five phases, each one of which results in two aspects and one stunt for the character. To tone down character power and allow for a little more room to grow, I'm setting up Jade FATE character creation with only three phases, resulting in 6 Aspects and 3 Stunts from phases (but characters get an extra one of each from race; see below.)

The Three Phases:

1 - Background: Your childhood and upbringing-- all the time before you embarked on an adventurer's life of danger and excitment. What was your home life like? What values were instilled in you by your family and community? Before becoming an adventurer, what were you like as a "normal person"?

2 - Rite of Passage: The catalyst that set you off down the adventurer's path. Perhaps it was a simple coming-of-age, and the beginning of your adult life. Perhaps you were shaken out of placidity by violence and necessity. Perhaps, when trouble came knocking, you avoided it. Write a few sentences about what happened to first make you aware that your life wasn't going to be an ordinary one.

3 - New Allies: Meeting new friends, useful contacts, and dangerous foes is an inevitability, with any amount of travel. Pass your story so far to the player on your right, and receive a story from the player on your left. Now, write a few sentences about how your character met that player's character, and what interactions or adventure you had together. In this phase, you forge a cohesive group by forming bonds between characters, so when everyone is finished, be sure to make note of what the player to your right wrote about your character, too.[/spoiler]
Most of the skills and stunts work fine, without any sort of alteration at all. Others require only a couple of cosmetic changes to make them fit the Jade Stage. This list is separated by the magnitude of the changes I'm making; any skill not listed here is fine as-is, and so are its associated stunts.

Skills and Stunts with Minor Changes:
Academics: Remove the "Gift of Tongues" stunt.
Guns: Gets renamed (probably to either Shooting or Marksmanship) so as not to exclude bows, etc.
Engineering: Remove the "Personal Gadget" and "Universal Gadget" stunts.
Survival: Remove the "Animal Friend," "Call of the Wild," and "King of the Beasts" stunts.
Science: Remove the "Weird Science" and "Mad Science" stunts.

Skills and Stunts with Major Changes:
Pilot: This gets changed to "Sail" and used for ships, rather than for planes. Most of the applications of Pilot carry over unchanged. The "Flying Ace" and "Death from Above" talents are removed entirely. Many other talents ("Personal Aircraft", "Prototype Aircraft", "Fly By Night", "Barnstormer", etc.) require appropriate name changes, but work fine-- simply applied to ships instead of airplanes.
Mysteries: This gets completely gutted and rebuilt from the ground up, in order to form the magic system. (See below.)

Stuff I Have No Idea What to Do With:
Drive: SotC uses this skill for automobile stunts and car chases, and there's simply no analogous type of powered vehicle in the Jade Stage. There's a certain appeal in using Drive to conduct harrowing, narrow-alley chases in horse-drawn carts and whatnot, but this seems like it would leave the skill with very limited application. I could also fold it in with Sail for some sort of generalized "Vehicles" skill, dispose of Drive entirely (possibly leaving the operation of horse-carts to the animal-handling aspects of Survival), or bite the bullet and go completely Victorian-esque by bringing in trains and letting characters use Drive to operate them. (There are other reasons I've been considering trains; it's not purely a consideration based on shoehorning in a weird mechanic.) Advice and ideas regarding Drive are welcomed.[/spoiler][/quote]For magic, I am gutting SotC's Mysteries skill and rewriting its stunts.

Mysteries Basic Applications:
Remove the Mesmerism and Fortune-Telling applications of Mysteries as described in SotC. The Sixth Sense and Arcane Lore applications stay, and the Artificer application will likely be subject to stiff restrictions. In addition, Mysteries will be usable as a defensive skill in challenges involving magic (in most cases, Resolve will also be an option for magical defense.)

Mysteries Stunts:
These stunts will be separated based on the magical disciplines in the Jade Stage. Each tradition of magic-users will have a unique set of stunts. Players wishing to select these stunts should probably choose an aspect related to their chosen form of magic. Characters should have some exposure or training with magic before selecting these stunts. If a character has no contact with magic in his past, it is fair to ask why he or she is loading up on Mysteries stunts at all, especially those of the more obscure and esoteric disciplines.

[spoiler=Sorcery Stunts]
Mysteries - Sorcery - Sorcerous Perceptions
   - Your familiarity with sorcerous energies has augmented your senses, not only sharpening your mundane hearing and eyesight but also making magical phenomena easily visible to you.
   - Once per scene, you can roll Mysteries in place of any Investigation or Awareness roll, due to your exceptionally keen senses. In addition, you can use this stunt to study magical phenomena in great detail. Your Investigation rolls regarding magic will turn up details mundane detectives simply cannot perceive, and you may make minor declarations (see the Academics skill) with respect to magic effects while others may not.

Mysteries - Sorcery - Mental Disruption - requires Sorcerous Perceptions
   - By creating a rapid and drastic change in the speed and direction of ambient arcane currents, you can lash out directly at the mind of another person. These mental attacks can potentially cause headaches, disorientation, short-term amnesia, and other worrysome consequences. This is a ranged attack using Mysteries, and either Mysteries or Resolve can be used to defend against it.

Mysteries - Sorcery - Far Reach - requires Sorcerous Perceptions
   - By reaching out through the ambient currents of magic, you can touch and manipulate objects at a distance. With a successful Mysteries roll against a minimum target of Average, you can move and control objects at a distance, as if you were touching them physically. Your control over the object is fragile, and is broken as soon as you can no longer see it, or if someone else physically seizes it.
   - When you are using this stunt to perform actions that would require other rolls (such as using Burglary to pick a lock across the room with a magically-manipulated hairpin), that skill is limited by your Mysteries skill for that purpose. Attacks made with remotely-manipulated objects are made at -2.

Mysteries - Sorcery - Power Infusion
   - With a mere touch and a small amount of mental focus (and the expenditure of a fate point), you can charge an object with magical power. Most Sorcerors carry a small toolkit of items specially prepared to receive such a charge, but in a pinch, just about anything will do-- from a ship's tiller to a salad fork. Objects infused with power can directly touch and affect magical currents for the rest of the scene, or until you lose physical contact with them.
   - While charged, objects typically act the way they normally do, with the exception that they work on magic where they didn't before. A charged pen or stylus can write magic letters that are invisible to everyone but mages, a charged knife can cut apart magic wards and circles, a charged lens can reveal invisible magic to anyone who looks through it (as if they had the Sorcerous Perceptions stunt, above), and so on. In effect, magic becomes "physical" with respect to charged objects, so bashing apart a spell with a power-infused brick might not be an elegant solution, but it's a possible one. A Mysteries roll is appropriate in many cases, especially when you are using charged objects destructively.
   - Fighting with power-infused weapons or armor gives you no special advantages in most cases, but can be useful when you're fighting an enemy mage. A charged shield or sword can block or parry a spell, providing you with additional defensive options. Also, when you strike a magic-using enemy with a charged weapon, you may choose whether the attack uses the physical stress track and potentially causes physical consequences, or whether it uses the mental/social stress track and threatens consequences of that type.

Mysteries - Sorcery - Runes and Sigils - requires Sorcerous Perceptions and Power Infusion
   - When you use Power Infusion to magically charge a stylus or other writing implement, you can use that device to draw sorcerous lines and runes that bend ambient magic into a variety of effects. Each requires some time (and a successful Mysteries roll against a target of Average) to execute correctly, and results in a visible mark that even non-mages can see.
   - Polarized Lines - By enclosing an area in an unbroken arrangement of specially-augmented lines, you can cause magic to flow either into or out of the enclosure, creating a zone of unusually high or low magical pressure. Anyone standing in a zone of high magical pressure makes Mysteries rolls at +2 while in the area. Conversely, anyone standing in a zone of low magical pressure makes Mysteries rolls at -2, but cannot be affected by magic, either helpful or harmful, until they leave the zone.
    - Sorceror's Eye Sigils - After drawing a pair of large sigils roughly the size of a human head, a sorceror touch one sigil to view anything visible from the point of view of its twin. The sigils need not be drawn at the same time or be located near each other, but they are created in matched pairs; if one sigil is defaced or covered, its twin is unusable until the obstruction is dealt with.
   - Bell Rope - By drawing a simple, unobtrusive line, the sorceror can set up an effective alarm system. When anyone crosses the line, the sorceror who created it is silently, mentally notified. When the line is created, the sorceror can exempt as many individuals as he or she likes, so as not to be continually bombarded by irritating false alarms as the line is crossed by apprentices, the family dog, or the creating sorceror.
   - Rune of Tracking - This coin-sized mark can be scribed on any surface and remotely located by the sorceror who drew it. With a moment of concentration, the sorceror can detect the mark in rough and general terms-- he or she knows the direction in which the marked object lies and the approximate distance to reach it.
   - Knot of the Mind - This insidious mark is invisible to non-mages, but to the eye of a mage, it is a writhing thing of true, mind-scarring horror. An effective defense against snooping mages, the Knot makes a mental attack, using your Mysticism against the target's Mysticism or Resolve, against anyone with any Mysticism stunts who views it from up close. Each Knot is effective only once per mage; viewing the same twisted abomination a second time simply isn't quite as jarring.[/spoiler][spoiler=Kudan Mysticism Stunts]
Mysteries - Kudan Mysticism - Living Rhythms
   - Your awareness of the natural rhythms of life give you power to energize those around you with your own life's breath, infusing them with extra vitality and power. Your presence generates a cloud of strengthening energy that bolsters and encourages your allies.
   - Once per scene, you can make a Mysteries roll as a full action against a target of Mediocre. You provide your allies with a number of +1 bonuses equal to the number of shifts you generate. For the remainder of the scene, your allies (but not you) may choose to apply one +1 bonus per exchange to any roll, until all the +1 bonuses are gone.

Mysteries - Kudan Mysticism - Life's Breath - requires Living Rhythms
   - Your mastery of the rhythms and respiration of vital, living energy is so thorough, you can literally breathe life into another person or object. You may spend a fate point to breathe renewed life into another person, imbuing them with energy and allowing them to remove any single check mark from the injury track. You may do this no more than once per person per scene-- even the breath of life has its limits.   
   - If you spend a fate point to breathe life into a formerly-living plant-based object, you can "remind" it of what it felt like to be alive, temporarily reverting it to a lifelike state. Cut flowers burst into vivid bloom, stiff rope becomes supple woven vine, and wooden doors swell and burst free from their frames. If a roll is necessary, for a single die roll you may substitute your Mysteries skill for any other skill involving the object in question (Might to break something, Athletics to slip free of loosened ropes, and so on.)

Mysteries - Kudan Mysticism - Natural Medicine
   - Your knowledge of herbal cures and natural treatments is thorough and effective, amazing even skeptics and traditional doctors. In the wilderness, you find medical supplies easily, and can roll Mysteries instead of Survival to find such things. In addition, you may roll Mysteries instead of Science to perform first aid or administer medical care. With this stunt, you suffer no penalties for using unorthodox materials.

Mysteries - Kudan Mysticism - Runes of Bone - requires Natural Medicine
   - You know the runes of healing and of the body, and by painting them on a patient's skin, you can mend flesh and re-knit bone, though the process is exhausting and painful for the patient.. When using your mystical powers to provide medical attention, your patient may spend a fate point to tag your Mystic's aspect, adding +2 to the roll. If your patient spends a fate point in this way and the roll is successful, the consequence is immediately reduced in severity by one step, from Severe to Moderate or from Moderate to Mild. (Mild consequences are not removed.)

Mysteries - Kudan Mysticism - Runes of Breath - requires Natural Medicine and Living Rhythms
   - Your knowledge of life and breath gives you power over death itself, inducing supernatural slumber
   - By trapping the breath of life within a living creature, including yourself, you induce a deep sleep. The expenditure of a Fate point and a Mysteries roll against a target of Average are required to successfully induce the sleep. Unwilling victims are allowed a Resolve or Mysteries roll to defend against you. For each shift generated on this roll, you may define one condition that will awaken the sleeping character, such as "when the moon is full," "when someone approaches," "after twenty years have passed," or "when the chief's heir is born." Another character (even one without this stunt) may attempt to prematurely awaken a sleeping character; this attempt requires a Fate point and a Mysteries roll (the target is the result of the Mysteries roll that sent the sleeping character into his or her coma to begin with.) Characters who are put to sleep with no shifts (and thus, no conditions that will awaken them automatically) must rely on others to interrupt their slumber in this way.
   - While asleep due to this stunt, characters do not age, and are unaffected by hunger, thirst, disease, or other symptoms of mortality. However, they are unaware of their surroundings and unable to defend themselves from harm. After being awakened, characters are often disoriented (and are, at least, unaware of everything that has happened while they were asleep); they receive a Moderate mental consequence upon awakening to represent their confusion.
   - By trapping the breath of life within a deceased humanoid's corpse, you awaken the dead body, animating it with a faint semblence of life. The zombie you create has no memories of its time as a living person, and its limited intelligence prevents it from doing complex tasks. It can fight, recognize individuals you describe, repeat simple messages (but not hold complicated conversations), and so on.
   - In game terms, you create a temporary companion at Average quality, who can only assist in Physical conflicts. Successfully animating this companion requires a Fate point and a Mysteries roll against a target of Average. For every two shifts you generate, you have one additional advance to spend on improving your companion. The companion you create has a limited span of usefulness; the life's breath you invest will leak out by the end of the session or adventure, returning your faithful new servant to a lifeless corpse once more.[/spoiler][spoiler=Farras Stunts]
Mysteries - Farras - Drowned Soul
   - Your ironclad control over your own soul's substance frees you from many of the limits of mortality. Baptism in the Cauldron of Souls has transformed you, and in many ways, your own soul has transitioned, taking on the aspects of its dormant, liquid form. You no longer need water for sustenance, and while you are submerged in water, you do not need to breathe.
   - You are less constrained than other people by hunger, fatigue, extreme heat or cold, and other discomforts. Whenever Endurance would limit your skill rolls for these reasons or other, similar mortal frailties, you may choose to use either Mysteries or Endurance to limit those skill rolls.

Mysteries - Farras - Tidal Influence - requires Drowned Soul
   - You exert a powerful influence upon the dormant stuff of souls. When you speak, oceans listen. With a successful Mysteries roll against a target determined by the Narrator, you can place a water related aspect on the scene, or remove such an aspect. You can summon or dismiss fog or rain, speed a ship along with favorable sea currents, create perilous waves around jutting reefs or shoreline cliffs, and so on.
   - In addition, the lakes, rivers, and oceans of Marebo recognize you as their own, and will not betray you. You may roll Mysteries instead of Athletics for all rolls involving swimming, and roll Mysteries instead of Sail when you are navigating or operating any kind of water-going craft, as the waters recognize your mastery.

Mysteries - Farras - Tidal Command - requires Drowned Soul and Tidal Influence
   - Your manipulation of bodies of water, the dormant stuff of souls, is both subtle and powerful. Water obeys your commands, even when those commands are sudden, overt, and violent. While in water, you may use Mysteries as a defensive skill in physical combat, as powerful waves and unpredictable currents defend you from assault.
   - You may also use Mysteries as an offensive skill in physical combat, by summoning buffeting waves to pummel ships or by dragging victims down with a merciless undertow. You may use this these techniques to attack targets up to two zones away, but your intended victims must be in the water. Swimmers and ships at sea are at your mercy, but anyone on shore is beyond your grasp.

Mysteries - Farras - Vapor Spirits
   - With a special ritual and the expenditure of a fate point, you may reawaken a small quantity of water, giving it a semblence of life. The vapor spirit you create in this way is a head-sized sphere of dense mist, and it has disjoined memories of the past lives its droplets have been a part of. The vapor spirit functions as your loyal companion for the remainder of the scene. It can communicate with you easily, but others must succeed at a Mysteries roll against a target of Fair to understand its misty whispers.
   - When you summon the vapor spirit, make a Mysteries roll against a target of Average. The spirit starts out as a companion of Average quality, who assists you with mental challenges. For every two shifts you generate on your activation roll, you have one additional advance to spend on improving your companion. Because of their almost insubstancial nature, vapor spirit companions may not assist you in physical conflicts.

Mysteries - Farras - Ripples and Reflections
   - As an adept of spirit magic, you are carefully attuned to the subtleties of dreams and visions. Once per session, you may request an omen by rolling Mysteries against a target of Mediocre. The Narrator will provide a hint, with its specificity and usefulness proportional to the shifts you generate on your roll.

Mysteries - Farras - Dream Theatre - requires Ripples and Reflections
   - You can intrude into the dreams of others. Choose a sleeping target in the same zone, or any sleeping target you have interacted with during the previous day. With a successful Mysteries roll against a sleeping target's Mysteries or Resolve, you enter the target's dream and can deliver a brief message which the target will clearly remember when he or she wakes up.
   - At the end of your message, you may wish to wake the sleeper as you withdraw from the dream, or you may leave the dream and allow the sleeper to awaken normally. You also have the option of imposing a nightmare on the sleeper if you wish. If you choose to do so, the sleeper gains a minor mental consequence upon awakening, as a result of the distress and disorientation you inflict.

Mysteries - Farras - Hex
   - You have learned to twist and wrack a soul with your power, cursing a mortal soul with misfortune. With a successful Mysteries attack against a victim's Mysteries or Resolve (and the expenditure of a fate point), you can place a curse on your unfortunate subject in the form of a temporary aspect of your choosing. Your victim might suspect that something terrible has befallen him, but will not necessarily know you are the cause. You cannot attempt to curse the same person more than once per story.
   - The hex you place on your victim may be general or very specific. A general curse (such as Unlucky or Doomed) is a fragile aspect, and will disappear the first time it is tagged. In effect, the curse has run its course, and its baleful energies are discharged. A more specific curse (such as Hated by Animals, Storm's Victim, or Fated for Heartbreak) would have an obvious, specific application, but would persist until the end of the story, potentially being tagged several times. Essentially, this is akin to a severe consequence, except that it doesn't count against the normal consequence limit.
   - The curses you apply in this way shouldn't directly affect the victim's own personality or capabilities, but can instead affect the way other people and things interact with the victim. For example, a curse shouldn't be used to give someone a Bad Leg or an Obnoxious Personality, but similar effects can be reached if a hapless victim keeps making Bad First Impressions, or if Things Keep Getting In My Way.[/spoiler][spoiler=Irasi Stunts]
Mysteries - Irasi - Focused Motion
   - Thanks to your mental focus guiding your physical form, you find it easy to be in the right place at the right time. Once per scene, you may roll Mysteries in place of any Athletics, Might, or Endurance roll, as you supress your physical reflexes and allow a serene spiritual state to take over.

Mysteries - Irasi - Harmonious Step - requires Focused Motion
   - Your profound spiritual balance makes you capable of amazing feats of strength and precision. You can vault a castle wall, catch a bullet, tie a knot in a sword, and achieve stranger and more profound results. When you use Focused Motion to roll Mysteries in place of a physical skill, you may choose either to apply a +2 bonus to the roll, or to apply no bonus to the roll but (if the roll generates spin) get to use Focused Motion once more during this scene.

Mysteries - Irasi - Unity of Self - requires Focused Motion and Harmonious Step
   - The balance you've cultivated between the physical and spiritual facets of yourself is nearly complete. So unified are you that your physical strengths can cover for your spiritual weaknesses. The reverse is also possible.
   - Whenever you generate spin from a physical action, you may clear one box on the mental/social track. The box you clear must have a value equal to or less than the number of shifts on your roll.
   - Once per scene, you may take a mental/social consequence in place of a physical consequence you would have otherwise taken. This alternate consequence must be of equal severity with the one it replaces.

Mysteries - Irasi - Wind and Flame
   - Your disciplined mind and balanced spirit grant you a measure of control over natural substances which are similarly pure and balance: fire and air. With a successful Mysteries roll against a target set by the Narrator, you can place an aspect on the scene or remove an aspect from the scene, by agitating or stilling winds, or by amplifying, diminshing, or extinguishing existing fires. (You can't ignite a new fire magically.) This stunt is useful for sages who want to tag aspects later, perhaps confounding enemy archers with erratic winds, extinguishing all the torches in a room to set up a sudden ambush in the dark, or boosting flickering flames for a creepy, long-shadowed atmosphere. Of course, it's also valuable for making simple dramatic entrances and exits.

Mysteries - Irasi - Wind Weaving - requires Wind and Flame
   - Your control over wind currents is sharpened and intensified; you can now create sudden gusts strong enough to knock people off their feet, overturn carts, deflect a volley of bullets, drive a ship from a safe passage onto treacherous nearby reefs, and so on. Each use of this stunt requires the expenditure of a fate point to harness such powerful energies. Your Mysteries roll commands the winds; if you are using them to do violence to someone, their Might or Endurance roll is usually their defense.[/spoiler][spoiler=Hen-gan Stunts]
Mysteries - Hen-gan - Emotional Discipline
   - Many om-beh-ral learn this defensive hen-gan technique, even if they have no intention of furthering their studies as hen-gan adepts. By screening off your mind carefully, you can resist the meddling of other hen-gan adepts, as well as the mental intrusions of mages of other disciplines. Whenever you defend with Resolve against any attack complemented by Mysteries (such as from another hen-gan adept using Emotional Awareness), your defense is also complemented by your own Mysteries.
   - In addition, whenever you take a full defense action, you gain a +3 when defending with Mysteries or Resolve, instead of the usual +2.

Mysteries - Hen-gan - Emotional Backlash - requires Emotional Discipline
   - Intruders upon your thoughts and emotions find you a much tougher opponent than they may at first suspect. Whenever you defend with Mysteries or Resolve against a magical attack and gain spin on your defense, you may use that spin immediately to inflict one point of mental stress upon your attacker, as a free action.

Mysteries - Hen-gan - Cloak of Many Strands
   - By concentrating your power, you can control, to a degree, how others perceive you. By spending a fate point and succeeding on a Mysteries roll against a target of Average, you place a temporary aspect upon yourself which lasts until the end of the scene, or until you choose to dispose of it (as a free action). The aspect you choose should relate to how others perceive your personality, character, or emotional state. Trustworthy, Menacing, Seductive, or Nonchalant are workable choices, while Extremely Tall, Expert Swordsman, or Goblin are not.
   - The aspect you gain with this stunt is essentially an illusion, masking or emphasizing features of your true nature. Because the aspect doesn't represent a real part of your personality, you do not have to spend a fate point to resist acting upon a compel against it. However, resisting a compel against the false aspect granted by this stunt will remove the false aspect if there's anyone around to witness it; once you are seen acting contrary to your illusion, the spell is broken.

Mysteries - Hen-gan - Emotional Awareness
   - The emotions of others are visible to you as brightly colored strands coiling from person to person. Your added perception of emotion aides you in reading the motives of others; when you are using Empathy to read others or to defend against Deceit, your Empathy roll is complemented by your Mysteries.
   - In addition, whenever someone else's emotion-related aspect is compelled, tagged, or invoked in your presence, you become aware of that aspect. As those strong emotions come into play, you perceive them as vivid flares of color and light.

Mysteries - Hen-gan - Resonance - requires Emotional Awareness and Cloak of Many Strands
   - When you pour your will into a command, others find it hard to disobey. When you make a successful attack with Rapport, Intimidation, Deceit, or Empathy in a social conflict, you may spend a fate point to force the target to take an additional consequence. (This means you may be able to inflict two consequences with a single social attack: one by exceeding or rolling up past the boxes of your opponent's composure track, and one by means of this stunt.) As usual, your hapless victim may offer a concession to avoid suffering this consequence. You may not use Resonance on the same person more than once in a single scene.[/spoiler]
[/spoiler][/quote]
Title: Jade FATE (a mechanics conversion)
Post by: Ishmayl-Retired on January 11, 2009, 09:57:28 PM
Just a couple questions.
I know in standard SotC character creation, there's a phase for telling "What this character did during the Great War (WWI)."  Will you have a similar phase, and if so, what major event will it be focused on?

Is sea combat/ocean adventure going to be prominent enough that it would be worth it for a goblin character to take the "Sail" stunt?  Trakloks in Memory Fading are fantastic sailors, and many of their skills and abilities revolve around that, which ended up being a bit of a downer for the player who chose a traklok in my last campaign when none of the adventures ever really took out to sea.

For your dilemma with the "drive" stunt,  couldn't "Drive" be used similarly to the Ride skill in D&D?  A basis for how talented/skilled one is at performing feats while riding a mount of some sort?

More later! Fun stuff!
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 11, 2009, 11:01:29 PM
Quote from: IshmaylJust a couple questions.
I know in standard SotC character creation, there's a phase for telling "What this character did during the Great War (WWI)."  Will you have a similar phase, and if so, what major event will it be focused on?
Is sea combat/ocean adventure going to be prominent enough that it would be worth it for a goblin character to take the "Sail" stunt?  Trakloks in Memory Fading are fantastic sailors, and many of their skills and abilities revolve around that, which ended up being a bit of a downer for the player who chose a traklok in my last campaign when none of the adventures ever really took out to sea.[/quote]really good[/i] boat, a third Sail stunt to be able to do special maneuvers more easily, a fourth Sail stunt to ignore penalties from bad weather and poor visibility, and so on. (You may know this already, but from your wording, I wasn't sure.)
QuoteFor your dilemma with the "drive" stunt,  couldn't "Drive" be used similarly to the Ride skill in D&D?  A basis for how talented/skilled one is at performing feats while riding a mount of some sort?
More later! Fun stuff![/quote]Glad you are enjoying it. Thanks for the questions.
Title: Jade FATE (a mechanics conversion)
Post by: Epic Meepo on January 12, 2009, 03:10:04 AM
If I'm not mistaken, Evil Hat is also slated to publish a new Doctor Who RPG using the FATE System. Which is good because, frankly, the FATE System is the only system I've ever seen whose mechanics might actually do a Time Lord character any justice.

EDIT: Correction. Cubical 7 is the company doing that Doctor Who RPG, but it is hinting that its rules might be derived from the FATE System.

And, on a more off-topic note:
[spoiler]
Quote from: Luminous Crayon
QuoteIs sea combat/ocean adventure going to be prominent enough that it would be worth it for a goblin character to take the "Sail" stunt?
This exchange reminds me of an episode of The Simpsons which briefly featured a fictional television show named "Knight Boat" (think "Kight Rider," but with a boat.)

"The smugglers are getting out of the water. We'll never catch them now!"
"Wait, look. There's a canal!"[/spoiler]
Title: Jade FATE (a mechanics conversion)
Post by: Llum on January 12, 2009, 08:20:34 AM
I'm assuming there's still wagons/carriages in the Jade Stage? That could easily be Drive-stunt related.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 12, 2009, 09:56:21 AM
Quote from: LlumI'm assuming there's still wagons/carriages in the Jade Stage? That could easily be Drive-stunt related.
Yeah, that's true. It is probably what I will end up doing. My concern is that it would end up being a skill that gets used so rarely that no one would take it.

QuoteThere's a certain appeal in using Drive to conduct harrowing, narrow-alley chases in horse-drawn carts and whatnot, but this seems like it would leave the skill with very limited application.
Title: Jade FATE (a mechanics conversion)
Post by: Epic Meepo on January 12, 2009, 04:21:12 PM
Quote from: Luminous CrayonI am using stunts and aspects to build up a sense of individuality and power for each race--
I wonder whether its even necessary to attach a stunt to each race. Character race seems like a perfect candidate for an aspect, without needing any additional rules attached.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 12, 2009, 04:36:40 PM
Quote from: Epic MeepoI wonder whether its even necessary to attach a stunt to each race. Character race seems like a perfect candidate for an aspect, without needing any additional rules attached.
This may well be the case. I am curious to see how similar issues are handled in Dresden Files RPG and FATE 3.0, as I'm certain they're both going to be strongly different, mechanically, than SotC.

I know from designer interviews that in Dresden Files RPG, a strong dichotomy is drawn between humans (and their free will) and monsters (and their monstrous nature). Supernatural creatures gain various powers, but each power taken lowers the character's Fate point refresh rate-- reducing the character's "free will" to act against its "monstrous nature" by limiting its capacity to resist aspect compels. In this way, race is determined by aspects and other mechanical baggage.

Clearly, the "free will" vs. "monstrous nature" isn't a concept that transfers well to the Jade Stage, but I think the Dresden Files mechanic above elegantly accomplishes what it's supposed to do. I'm always interested by seeing designers at work.

My, my-- but I do ramble on.
Title: Jade FATE (a mechanics conversion)
Post by: Epic Meepo on January 12, 2009, 05:58:32 PM
Quote from: Luminous CrayonI know from designer interviews that in Dresden Files RPG, a strong dichotomy is drawn between humans (and their free will) and monsters (and their monstrous nature). Supernatural creatures gain various powers, but each power taken lowers the character's Fate point refresh rate... In this way, race is determined by aspects and other mechanical baggage.
Interesting. Or maybe "powers" are aspects that don't count towards your FATE refresh rate.

But either way, I'm not thinking "elf" needs any special rules beyond ordinary aspects. The races with LA +0 in the d20 System don't sounds as though they are really distinctive enough to warrant special rules like stunts or Dresden-style monster powers. After all, isn't an elf just someone who can invoke "I'm an elf" to use FATE points when doing things traditionally associated with elves?
Title: Jade FATE (a mechanics conversion)
Post by: Matt Larkin (author) on January 12, 2009, 07:10:37 PM
Drive stunts like in Prince of Persia: Two Thrones? (chariot "races")

Anyway, you've peaked my interest LC.

Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on January 12, 2009, 11:07:20 PM
Quote from: PhoenixDrive stunts like in Prince of Persia: Two Thrones? (chariot "races")
I'm gonna quote from the SotC SRD, because I love the way this book is put together.

[spoiler=Drive]Despite the caveat about speed, Drive mostly comes up in one important context: chases! Sure, sometimes there will be rolls against specific difficulties to get out of a burning building in time or the like, but really, if a character has a substantial Drive skill, it's so he can come away as the winner of a car chase.

So here's the first rule of chases: they aren't about speed. Sure, in a straightaway, the faster vehicle wins, no question, but that should almost never happen. Car (or any other kind of vehicle) chases end when one party is no longer in the chase, usually because they've crashed violently (and possibly explosively).

...

Car chases play out like any other conflict, with one or two small differences. Vehicles... do not 'attack' each other as is normally the case in a conflict. Instead, they engage in a steadily escalating series of dangerous actions, until the lesser driver is weeded out.

At each exchange in a chase, the driver of the lead ('chased') vehicle calls out an action.... The driver declares a difficulty of his choice, and describes what complicated and dangerous maneuver he's performing that this difficulty matches.... If he succeeds, he pulls it off, but if he fails, it goes less well than planned '" the car gets banged up some or slips out of control.... Next, the driver of the pursuing vehicle... rolls against the same difficulty. If successful, the car... manages to get close, slam bumpers, fire some shots, or otherwise make trouble.[/spoiler]

The Drive rules here and the way chase scenes are handled are pretty impressively awesome. I've left out a lot of stuff, but it's all in the SRD if you're interested in complicated chases and escapes.

Quote from: PhoenixAnyway, you've peaked my interest LC.
You should read up on SotC. It kicks butt.
Title: Jade FATE (a mechanics conversion)
Post by: Matt Larkin (author) on January 13, 2009, 08:07:56 PM
Sadly I haven't gamed in I think two years. It kind of drains away the drive (no pun intended) to read up on new systems. I read the 4e books because I had been so excited about them, but haven't looked at much since.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on August 06, 2009, 04:48:02 PM
So, hey, I am working on this again. Sorcery and Irasi magic stunts are now up (though they'll likely be tweaked a little bit, I guess). That means the magic system, which was the only real serious hurdle in the first place, is about half done.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on August 23, 2009, 10:11:23 PM
Okay, this is a good and important milestone, because I think Jade FATE is actually usable at this point.

I still have some minor cleanup issues to do (and I have edited the post to reflect my newly expanded to-do list), but Mysteries stunts are done, and magic users should be fully playable now.

I am excited!
Title: Jade FATE (a mechanics conversion)
Post by: LordVreeg on August 24, 2009, 08:57:40 AM
And the multitudes rejoiced....
(we are all excited with and for you...this IS a milestone.)
Title: Jade FATE (a mechanics conversion)
Post by: SilvercatMoonpaw on August 28, 2009, 06:57:36 PM
I've also recently started thinking about using SotC as my need for powers goes down and need for characterization goes up.  My only obstacle to it is that I'm not sure it's a good PbP system, since it may need too much back-and-forth for the slow nature of posting.
Title: Jade FATE (a mechanics conversion)
Post by: Lmns Crn on August 29, 2009, 10:34:57 PM
Quote from: SilvercatMoonpawI've also recently started thinking about using SotC as my need for powers goes down and need for characterization goes up.  My only obstacle to it is that I'm not sure it's a good PbP system, since it may need too much back-and-forth for the slow nature of posting.
Yeah, the fact that so many people get so many different points of input is probably going to cripple PBP with SotC. Turns out, though, it works remarkably well for IRC (or any system without anything like a battlemat or grid) because of the really loose placement of things in combat and other action-type scenes, with the vagueness of "zones".