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== Preamble ==
{{Vat:Info}}
http://mqstout.com/vat-files.zip Contains:
{{Campaign}}
# A short, quick writeup (from the Witchcraft demo kit) of the Unisystem rules.
# The writeup from Dresden Files about aspects and concessions. This is a more flavorful/example-filled writeup than what the link to the FATE SRD has below.
# A snippet from the d20 Modern Unearthed Arcana book to set (some) mood about how the setting may feel.
 
We will be meeting at Daryl's place Saturday 12 May 2012 at 2 PM for group creation -- including exchanging our expectations, some world building and character building.
 
== Setting ==
It's "pretty much" the real world. Except it's not. It's a parallel nearly-the-same world (this allows for 'artistic license'). This world primarily differs in that extra-natural things kind of sort of do exist. They come and go in waves both spatially and (especially) temporally.
 
d20 Modern Urban Arcana and Shadowrun use a similar guise for bringing mystical elements into the modern world. Perhaps some times in the past really were inhabited by the shadow (maybe the world of [http://en.wikipedia.org/wiki/Ars_Magica Ars Magica] is truly Earth's history).
 
The game -- at least initially -- will be site-based, with the site being one city and its surrounding areas. We will embellish this setting during our pre-game meetup (and throughout the game)
 
 
== System ==
The system used for this game will be [http://www.edenstudios.net Eden Studios'] Unisystem. Unisystem comes in two flavors; we will be using the classic flavor, which includes the games Witchcraft, Armageddon, All Flesh Must Be Eaten and Armageddon. (The cinematic flavor is used for Buffy, Angel and a few others and will not be used except perhaps as inspiration.)
 
Some parts of the [http://www.faterpg.com/ FATE RPG] (the system used for Dresden Files and others) will be grafted into Unisystem. This will (primarily) be aspects. However, I ask you also to read over concessions to consider while playing. If ever any combats/conflicts require a map, I shall also likely invoke FATE's zone-based handling of them, rather than performing a gridded tactical combat (for which Unisystem does have rules).
 
If using aspects does not work out to my liking, it will be scrapped and the game will be (nearly) pure Unisystem.
 
=== Unisystem ===
About unisystem. Basic mechanics.
I'll do it, or you.
Rulebooks.
 
 
=== Aspects ===
One part of the FATE roleplaying game is being transplanted from it into Unisystem for this campaign. Aspects can fit easily into any RPG with minimal effort. Think of them loosely as "always on" circumstance bonuses in D&D, or the allegiences system in d20 Modern or vices and virtues from True20. They flavorfully describe things in the game and can be used creatively to have a mechanical effect in the game.
 
Aspects don't only apply to characters, but also to anything that can be described. A battle scene in sewers might have an aspect of "dark, dank and dreary" applied to it. Any time this descriptor might apply to a situation for you, you can try to use it for a bonus (or penalty for others, as appropriate). In D&D terms (since that's what we're all most familiar with), you could use that to apply a penalty to an enemy's saving throw against fear, or as a bonus on your stealth roll (and so on). It only takes some creative storytelling! An added side effect of using aspects it it empowers research and knowledge type skills. Successful checks with these will let you learn of (or even establish!) an aspect around something that you can then use to your benefit. In fact, the campaign itself will have some aspects applied to it -- to help set the themes for the whole game.
 
To learn about aspects, read the following web links.
 
;General description:
:http://www.faterpg.com/dl/sotc-srd.html#aspects (only 1.6)
:This briefly describes what an aspect is.
 
;Guidelines for aspect selection:
:http://www.faterpg.com/dl/sotc-srd.html#choosing-aspects
:This section (only 2.15.2 and its subheader "Powerful Aspects") will set the mood for what to think about selecting for aspects; what makes aspects good and not.
 
;Full details for aspects:
:http://www.faterpg.com/dl/sotc-srd.html#id9
:Please, if you can, read the whole chapter. Pay particular attention to the examples. You can safely ignore the other FATE-specific components (such as die rolls, etc) that might be in it.
 
;Aspects during progression:
:http://www.faterpg.com/dl/sotc-srd.html#aspects-deepening-the-story
:Describes how aspects possibly can change as the game progresses.
The specifics of how Aspects will be implemented in this campaign will be detailed after character creation.
 
If you want more details about aspects, the zip file linked at the top has the relevant pages from the Dresden Files RPG that covers them more fully, with more depth an examples. Remember, we're only using this part of FATE, so some of the things mentioned in the PDF might not be relevant.
 
What aspects will you need? We will generally follow the aspect-selection part of FATE's character creation. You will need one "high concept" aspect that broadly encompasses who you are -- something like a "race and class" analog -- one phrase describing who your character is. You'll also need a "trouble", which is an aspect that's a regular source of conflict (often, but not required to be internal). You'll also generate a couple paragraphs of "prior life events", each of which be distilled into an aspect.
 
Here's an example of Harry Dresden's aspects, as they would be at the beginning of Storm Front:
* High Concept: Wizard Private Eye
* Trouble: Temptation of Power
* Development aspects: My Mother's Silver Pentacle; Chivalry is Not Dead, Damnit; Not So Subtle, Quick to Anger; Epic Wiseass; Perpetually Broke
 
==== Other Links ====
* [http://www.rickneal.ca/?p=609 Aspect selection inspiration] (ignore "template")
* [http://www.rickneal.ca/?p=798 Talking about consequences]
* [http://www.dresdenfilesrpg.com/wp-content/uploads/2010/01/Harry-Dresden.pdf Full Harry Dresden character sheet] (The back has the creation part we'll be utilizing.)
* [http://www.scribd.com/doc/41356876/Generic-Unisystem-Character-Sheet A Generic Unisystem Character Sheet] (Though Unisystem characters can easily be done on just a notebook page.)
 
=== Concessions ===
http://www.faterpg.com/dl/sotc-srd.html#concessions
Why fight to the death? Concessions offer a take on surrendering ''or'' otherwise ending conflict without death. Keep this in mind during play. (Again, grit, consequences, cashing out, and other FATE-specific items are NOT being used. This really isn't anything too mechanical; it's largely a reminder that always fighting to the death is not so common in this kind of setting.)
 
=== Zone-based Combat ===
Will be explained when and if it is ever used.

Latest revision as of 13:06, 22 May 2016

VATlogo.png

Schedule

  • Future not determined.

Players

VATcard.png

Character Generation

Character generation, aspect selection and general rules overview.

Campaign Themes

Theme: Tipping Point
Theme: Undiscovered Country
Threat: Armies of the Unknown

(Also suggested: Lingering Power, Powerful Folklore, Corruption, Mysteries of Technology)

Areas

Listed in descending number of votes: Pittsburgh, Southern California/LA, Eastern Europe/Moscow, NYC.

(Also mentioned: Detroit, Seattle, Space)

About VAT

The VAT (Vulnerability Analysis Team) is a non-governmental, private, for-profit organization that is independently subcontracted to solve "issues" or tackle projects, usually requiring specialties not possessed by the hiring agent, at a competitive rate. While it itself is relatively small and often agile, it generally has to work at the bureaucratic pace of its partners and suppliers.

Rules

Clarifications

Compelling a foe Example
Sophia just learned that a terrorist-sniper has the All about the money aspect and asks, "How much for you NOT to kill us?" Joe spends a fate point to compel it to restrict his defensive options, stating "The sniper's too busy coming considering the option seriously to dodge." This makes the sniper's dodge task merely a difficult dodge task (just dodge, no skill, and not doubled) because of his internal distraction.
Rolling up/down (Rule of 10/Rule of 1)
If you roll a 10, roll again and subtract a 5. If the result is greater than 0, add it to 10 and that's your result. (Set result up by multiples of 5 and repeat on another 10.) 10 [10], 10 [15], 10 [20], 7 [2] = 22. 10, 3 = 10.
If you roll a 1, roll again and subtract 5. If the result is less than 1, that's your result. (Set result down by multiples of 5 and repeat on another 1.) [This varies slightly from RAW -- but only in execution algorithm, not in spirit. I do this to make the roll up/down methods match.] 1 [1], 1 [-5], 1 [-10], 2 [-3] = -13. 1, 8 = 1. When the final result is 1 or less, the outcome could be catastrophic.
Jumping
A character may high jump (Strength x 10) inches and broad jump (Strength) yards. Double these numbers with a good running start.
Strength 5 jumps 15 feet long and 50 inches (4 feet) high. Again, this is a guideline/suggested limit -- not a hard rule.


Alterations

The following are alterations from Unisystem RAW (in addition to Aspects):

  • Initiative will be D&D3 style -- rather than "declare, roll, then narrate" as written. (Subject to revisiting later.)
  • There will be no called shots.
  • Bullet types (armor piercing, etc) will not be used -- just normal ammunition. In fact (per suggestions in many books), bullet damage that exceeds armor will NOT deal extra-double damage. Shotguns are slugs only. This preserves many dramatic moments. Heroes take 4 shots instead of 1-2.
  • Various extra combat actions are not open for use: stances, various automatic fire modes, in-depth martial arts and so on. These may be added back in later once the system is more familiar.
  • "Drama points" will not be used. We will use Fate Points to fuel aspects, but they will be used ONLY to compel and invoke aspects.
  • Multiple actions -- you'll get one free normal and defensive action per turn. If you take more than one of either, cumulative penalties apply until your next turn. The cumulative penalties will reduce at the rate of 2 per turn, not all at once. Additional actions will also consume additional endurance. Additional actions happen later in the turn.
    • Penalties may be reset to 0 by spending a turn doing essentially nothing. (Tentatively approved by Daryl.)
  • You'll get one action and one defense every round no matter what you're doing. RAW only gives you this in melee. (If reverting initiative, this may disappear.)
  • The Gift does not automatically allow seeing of magic/essence, nor does lack of The Gift prevent it. It helps, but it's not binary.
  • Income dollar values (for Resources) are 60% of ConX given ones.
  • RAW on stun gun is insane... It does endurance damage in most combat situations.

Advancement

At least initially, XP will be awarded as follows:

  • 1 XP per case for attendance
  • 1 XP per case recapped on the wiki -- spendable on (normal) skills improvements only
  • 1 Fate point given to a communal pool per relevant location or face filled out on the wiki

Desire to acquire new qualities or to pay off drawbacks must be discussed with the GM first. Qualities, if acquirable, can only be taken at training intervals. Attributes also may only be raised at specific times in-game. Skills and powers can be trained normally up to 4 without discussion; beyond that may require training arrangements. [This paragraph needs serious rephrasing to get the tone and meaning correct.]

Please keep an "XP spent" log either in a comment on your character page or on your character's talk page. Again, attendance XP can be spent on anything; wiki XP only for on skills. (Skills being only normal skills. Supernatural skills such as Anguish, etc, require normal XP.)

Changing Aspects

You can freely adjust your aspects until (before) Case #4. After that, adjusting aspects will require a plot device. If you initiate the aspect change (ie, GM does not), it may empty or reduce your Fate point pool.

Aspects

Here. Full details on character generation page.

Concessions

Here. Why fight to the death? Concessions offer a take on surrendering or otherwise ending conflict without death. Keep this in mind during play.


Subcategories

This category has the following 5 subcategories, out of 5 total.

Media in category "Vat"

The following 40 files are in this category, out of 40 total.