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The Frontier - Crunch

Started by sparkletwist, January 30, 2016, 04:52:45 PM

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sparkletwist

The mechanics for the Frontier are generally speaking the same as Fate Core, but the combat system is somewhat more complex, influenced by what has worked well in Asura.

[ic=Skills Used]
Alertness - Being aware of what's going on around you. Used for determining initiative.
Animals - Getting along with creatures that aren't human.
Arcana - Knowing hidden truths, perhaps of the Holy Light, or perhaps something far darker.
Athletics - Physical ability to run, jump, and move. Also useful for dodging attacks. Cannot be used for direct physical attacks, but it can be used for most other combat actions.
Deceit - Lying and cheating, and being able to get away with it.
Fighting - Attacking in melee, whether it's with a katana, a board with a rusty nail sticking out, or just your fists and feet.
Grit - Determination and mental toughness. Characters gain bonus mental stress boxes equal to half of Grit, rounded up. Also can be used to defend in a shootout, or against a direct mental attack.
Influence - Knowing the right people, making connections, and having resources.
Insight - Getting a read on situations or people.
Physique - Might and physical toughness. Characters gain bonus physical stress boxes equal to half of Physique, rounded up. Cannot be used for direct physical attacks, but it can be used for most other combat actions.
Piloting - Operating (and repairing) vehicles, like power armor, trains, and airships.
Provoke - Making people scared, angry, or any other kind of riled up.
Rapport - Getting along with people and making friends. Also useful for defense in social conflicts.
Scholarship - What people on the Frontier would call "book learnin'." Characters speak additional languages equal to half Scholarship, rounded up.
Shooting - Shooting guns of all types. Some would call this the most important skill, but some of those people are already dead because they relied on it one too many times.
Sneaking - Sneaking around, hiding in the shadows, and breaking and entering.
Survival - Tracking, finding food and water in the wilderness, and knowing the lore of the land.
[/ic]

Many tasks common to the genre but not really deserving of their own skills can allow multiple skills to be used, in order to allow competent characters of different types. For example, either Animals or Survival can be used to ride a horse, either Arcana or Scholarship can be used to quote proverbs from the Holy Book, and either Deceit or Sneaking can be used to cheat at cards. There is no crafting skill as such, because characters should be assumed to be able to do so with the appropriate skills and resources: Arcana for doing alchemy, Animals for making things an animal might need, Piloting for repairing an airship, and so on. In combat, Athletics is most commonly used to dodge attacks, but Fighting can be used to oppose melee attacks. Grit can also be used against ranged attacks when you aren't actively dodging, because having a stern enough scowl while you're standing there shooting means you won't get hit.

Each combat round, player characters get a standard action and a minor action. You can also trade your standard action to get a second minor action. Spending a fate point also grants an additional minor action.

Enemies are either villains or minions. Villains have their own stats and are much like player characters, while minions are much simpler and far less powerful. Minions only get a standard action on their turn, while villains get one of each like player characters.

Shooting on the run is less accurate. If you have taken a Move action to move more than one zone, a Dodge or Lunge action, defended against any attacks with Athletics, or been in melee combat at all, then any Shoot-based combat actions you take until the conclusion of your next standard action are at a -1 penalty. This penalty stacks with any other penalty imposed on the action.

[ic=Combat Actions]
Standard Actions
Attack
Roll the proper combat skill vs. the enemy's defense.
On a 0, you get a boost, but do no damage.
On a +1 or better, you do damage, plus any weapon damage.
On a +3 or better, you do damage, and can trade 1 damage to get a boost, which is almost always a good trade.
Against minions, a solid +1 hit will take out a minion. On a +3 or better, you take out an additional minion in the same zone, and one further for each two shifts after that. When firing guns, each extra minion you take out uses an additional bullet.

Create Advantage
Roll whatever skill is applicable, which usually gives you more flexibility than a strict attack.
On a 0, you get a boost.
On a +1 or better, you create (or uncover) the aspect, with one free tag, as usual.
On a +3 or better, you create (or uncover) two aspects, both with free tags.
No matter how badly you failed the roll, spending a fate point will ensure a boost at the very least.

Overcome Obstacle
This works very similar to Create Advantage, usually used to bypass an obstacle or get rid of a troublesome aspect.

Snap Shot
Draw a gun and fire it immediately. You make your Attack at a -2 penalty.

Rapid Fire
Divide up your gun Attack or Create Advantage action against two targets, which cannot be any more than one zone apart. You must devote at least 1 shift to each target, meaning you cannot use this action if your Shooting skill is not at least +2. Penalties for range, shooting on the run, or other such things apply to each shot. This uses up two bullets.

Lunge
Move one zone and then make a melee Attack, dealing +1 damage if you hit. Until the end of your next turn, you have a -2 penalty to any defense and cannot Dodge. You can still Counter, but the penalty applies to your Counter roll as well.

Disarm
Generally functions like Create Advantage, but is specifically designed to deprive the opponent of any weapon bonus or other abilities granted by using a weapon.
On a 0, the weapon falls at the opponent's feet and can be easily picked back up with a Grab Weapon action.
On a +1 or better, the weapon flies some distance away, landing in an adjacent zone or otherwise requiring movement to get it.
On a +3 or better, you're able to steal it or break it, or otherwise deprive the opponent of it for a longer time.

Reload
Reload your gun back to its maximum ammo capacity.

Dash
You can move any number of zones, within reason. It may require an Athletics roll to get where you need to go, if there are obstacles in the way.

Minor Actions
Grab Item
Draw a gun, pull out a blade, retrieve some other item, or pick a weapon off the ground. Catching a weapon thrown by an ally also counts; the act of throwing the weapon is a free action. You can move one zone and draw a weapon as you move, if you haven't yet taken your standard action and perform it at a -2 penalty.

Move
You can move one zone, or two zones if you haven't yet taken your standard action and perform it at a -2 penalty. It may require an Athletics roll to get where you need to go, if there are obstacles in the way.

Block
You prevent an opponent from doing something, using a relevant skill as the opposition to their roll. Any defense or other opposition is increased to the strength of your Block, or gets a +1 bonus if they are equal. The Block lasts until the end of your next turn. Only one Block can apply to a specific situation; choose the highest one.

Dodge
You can Dodge even when it's not your turn. You get a +1 bonus to your defense, lasting until your next turn. You can take up to two Dodge actions (via trading your standard action, or spending a fate point) to get a total of +2 to your defense until your next turn. Dodge bonuses do not apply to Grit-based defense.

Counter
You can Counter even when it's not your turn. You must be in melee, defending with your Fighting skill. You reroll your defense, and then take the better of the two rolls. If the attacker's roll ends up at -1 or worse, you can spend a fate point to immediately take an Attack or Create Advantage action against your attacker.
[/ic]

Stunts
There is no "Refresh" used by the Frontier's version of Fate. All characters start with a certain number of stunts, typically 4. As with most variants of Fate, players should create stunts that suit their characters, but here are some ideas.

[ic=Stunts]
Armor of Fear (Provoke) - You can use Provoke to defend against physical attacks, but only until the first time you're dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you're only human your advantage disappears.

Avalanche of Jargon (Scholarship) - You can use Scholarship in place of Deceit, as long as you're discussing a scholarly topic.

Beast Empathy (Animals) - Once per scene, you can declare an animal you encounter has a certain aspect, as long as that aspect makes sense for the animal and the situation. You do not get a free tag of that aspect, but you can pay a fate point to tag or compel it.

Black Arts (Arcana) - You have training in elementary witchcraft. You can use Arcana to create advantages and perform other simple actions, as long as they can be explained by weird coincidences and unfortunate circumstances, and ultimately increase the amount of chaos and suffering in the world. Using these dark arts always has its price: you always take at least 1 stress, and you must roll Arcana vs. the number of times (including this one) you have called upon the black arts this session, and, if you fail, take that much additional stress. The type of stress is randomly determined.

Calm and Collected (Grit) - You have two additional mild consequences. They can only be used to mitigate mental stress.

Face in the Crowd (Sneaking) - You get +2 to any Sneaking roll to blend into a crowd. What a "crowd" means will depend on the environment-- a busy airship terminal requires more people to be crowded than a small saloon.

Get the Drop (Alertness) - You get +2 on Alertness rolls made to determine initiative in combat.

Hunter (Survival) - You get +2 on Survival rolls made to track someone or something outdoors.

Indomitable (Grit) - You get +2 to defend against social attacks intended to frighten, intimidate, or shame you, typically made using Provoke.

Loud and Proud (Provoke) - You can use Provoke in place of Rapport, as long as you're socializing with a suitably rough and tough crowd.

Loyal Companion (Animals) - You have a loyal animal that is always by your side. It counts as an aspect that you can tag or compel, and you can use your Animals skill to create an advantage to add a free tag to this aspect. It can ordinarily do simple tasks, like follow you around or retrieve things. If you spend a fate point, it can make a combat action or carry out a more complicated command. Use your Animals skill for any skill rolls needed.

Mobile (Shooting) - You can shoot pistols on the run without penalty, and only take a -1 penalty when using a rifle.

No Pain, No Gain (Physique) - You have two additional mild consequences. They can only be used to mitigate physical stress.

Nose for Trouble (Insight) - You can use Insight instead of Alertness to determine your initiative, provided you've gotten a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.

Pathological Liar (Deceit) - You can use Deceit in place of Rapport as long as the person you're dealing with has never caught you in a lie. During the conversation, you must lie about at least one detail that you could very well have been truthful about.

Reputation (Influence) - You can use Influence instead of Provoke to make social attacks and create advantages, as long as your target is aware of who you are and what you represent.

Riposte Master (Fighting) - Once per round, you can make a retaliatory action after a successful counter without spending a fate point.

Sex Appeal (Rapport) - You get +2 to any Rapport roll made when talking to someone who could (and likely does) find you attractive, as long as you flirt a bit.

Shoot to Kill (Shooting) - You can spend a fate point and add 3 stress to a successful Shooting attack, as long as it will take the target out or inflict a consequence, and the result must always be bodily harm to the target. This can also be used to take out additional minions.

Sprinter (Athletics) - You can move up to two zones for free in a conflict, or three by taking a -1 penalty on your standard action. If you spend your whole turn to move, you get a +2 bonus on any Athletics rolls you need to make.

Third Eye (Arcana) - You get +2 when using Arcana to attempt to sense the presence of supernatural elements or other oddities.

Wrestler (Physique) - You can use Physique instead of Fight to make barehanded melee attacks.
[/ic]

Weapons
Melee weapons are generally rated Weapon:1, but some big and heavy weapons are Weapon:2 with the drawback they are difficult to conceal or draw quickly, and cannot be used one-handed.

Most common firearms in the Frontier are revolvers of some sort. They are Weapon:1 and have 6 shots. They are the baseline for ranged weapons, so have no special properties mechanically.

Rifles are larger and more powerful, and get a rating of Weapon:2. However, they cannot be used for Snap Shots, and must be used two-handed. Their shooting on the run penalty is increased to -2, and also have a -1 penalty to attack targets in the same zone. These penalties stack: a shot on the run against a target in the same zone is at -3. If neither penalty would apply, a rifle gets a +1 bonus to use it in Create Advantage and Overcome Obstacle actions. Most rifles have 6 or 12 shots, but some primitive rifles only have one shot before they must be reloaded.

Shotguns also have a Weapon:2 rating and a +1 bonus for maneuvers. They are much more suitable for close range combat. They cannot be used for Snap Shots, but have no shooting on the run penalty, and taking out additional minions in one shot does not cost additional shells. Against targets more than two zones away, shotguns take a -2 penalty for each additional zone. Shotguns generally only have 2 shots. Both barrels of a double-barreled shotgun can be fired at once, increasing the weapon's power to Weapon:3.

Showdowns
Showdowns are an important part of the western genre, so they have special rules. The beginning of any showdown has the two combatants staring each other down, ready to draw. Both combatants roll either Provoke or Grit, with the winner getting to create an aspect (with a free tag) on the opponent. In the case of a tie, they roll again, and on a success of +3 or better, two aspects are created. The winner can choose whether to continue the staredown or to draw. The loser either goes along with it (rolling again), or can instead draw. Whoever chooses to draw first gets a bonus to initiative: +1 after the first round, +2 after the second round, and +3 for all subsequent rounds. If it is the loser, the winner's attack will get a +2 bonus.

When it's time to draw, both combatants roll initiative, using their Alertness. They may choose to tag their aspects from before on this roll, or save them for when the shooting starts. A character may also opt to make a Snap Shot, getting a +2 to initiative but a -2 to the actual shot. In case of a tie, the character who won the staredown shoots first.

The character who was quicker on the draw now gets to shoot, rolling Shooting vs. Grit, tagging any remaining aspects. An opponent that isn't taken out (and doesn't concede) can then shoot back. After the initial volley, normal combat rules apply.

[ic=An Example]It's high noon on a dusty street. Brave bounty hunter Kaoru and infamous outlaw Crazy Eddie are in a showdown. Kaoru rolls his Provoke of +3, while Crazy Eddie uses his Grit of +2. Both roll 0, so Kaoru wins the staredown, and places the aspect "Rattled" on Crazy Eddie. He wants to continue the staredown, but Crazy Eddie flinches, and it's time to draw.

Because he chose to draw, Crazy Eddie gets +1 to his initiative, but this will end up giving Kaoru a +2 bonus to his attack, due to having lost the staredown. Crazy Eddie's Alertness is +2, giving him +3. Kaoru's Alertness is +2 as well, and he opts to make a Snap Shot, giving him +2 to his initiative, for a total of +4. He rolls a -1, while Crazy Eddie rolls a 0. It's a tie, but since Kaoru won the staredown, he gets to shoot first.

He fires, rolling his guns of +4, tagging the "Rattled" aspect, for a total of +6. He gets a +2 bonus due to Crazy Eddie flinching before, but this is removed by his -2 penalty for making a Snap Shot. He rolls a +1 and Crazy Eddie rolls a 0, meaning he has beaten Crazy Eddie's Grit of +2 by 5 shifts. His weapon damage adds one more, so Crazy Eddie has 6 stress to deal with. Crazy Eddie fills his #2 box, takes a moderate consequence of "Shot in the leg," and concedes, falling to the ground. He'll live to fight another day... or at least for Kaoru to tie him up, haul him in, and collect the bounty. Had Crazy Eddie pushed his luck, Kaoru might have been able to amass enough aspects to shoot him dead![/ic]