Fate
Fate
Fate
APOCALyPSE
FÁBIO SILVA
CONCEPT — WRITING — LAYOUT
LIAM BOURRET-NYFFELER
FÁBIO SILVA
TRANSLATOR
THIAGO ROSA
FÁBIO SILVA
PROOFREADING
TITHI LAUDTHONG
ART COVER
The arts and layout belong to their respective authors and all rights
to these elements are reserved to them. Contact them for use
permissions. This work is based on Basic Fate and Fate Accelerated
(found at http: //www.faterpg.com), which are products of Evil Hat
Productions, LLC, created and edited by Leonard Balsera, Brian
Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine,
Amanda Valentine, Fred Hicks and Rob Donoghue. and licensed
under a Creative LicenseCommons Attribution 4.0 International.
http://creativecommons.org/licenses/by / 4.0 /
The FATE CORE font is © Evil Hat Productions, LLC and is being
used under permission. The four stock symbols were designed by
Jeremy Keller
CONTENTS
Choose Your Own Apocalypse.................................... 7
The Nuclear Wasteland............................................. 7
The Dangers of Radiation.............................................7
Radiation stress.................................................................8
The Effects of Radiation................................................9
Radioactive Consequences..........................................9
Radiation Fracta...............................................................10
Non-Human Characters.............................................11
Machines as Characters.................................................11
Limitations..........................................................................13
Mutant Humans...........................................................14
By Fábio Silva
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just touching surrounding objects—can transmit radiation. What
we should be thinking is: are there beings that are unaffected by it?
In your game, there may be people who have developed a
mutation that makes them more resistant or even immune to
radiation, but it might come with some disadvantages.
Also, depending on the scenario, artificial intelligence may be
available as characters, which would make them totally immune to
radioactive effects.
With that in mind, to create a normal human being, just follow
the Fate Core or Fate Accelerated rules, but add the following.
RADIATION STRESS
You don’t need to make many changes to the character sheet,
simply add a new stress track called “Radiation Stress”. Every
character starts with two boxes on that stress track.
To increase that number, just use the same rule you normally
would when increasing the number of stress boxes on the physical
stress track, but when putting points into Physique, your character
must choose to add boxes to either the physical or radiation stress
track.
To increase the amount of radiation stress boxes without
increasing Physique (or increasing it above what the character’s
level in Physique allows), reduce your character’s refresh by one per
stress box you would like to add (use that option in FAE).
The Physique skill is used as it would normally be, as well as for
overcome and defend actions against exposure to radiation.
Your skill level in Physique determines how many additional
stress boxes your character possesses. With Physique at Average
(+1) or Fair (+2), your character can unlock the third stress box.
At Good (+3) or Great (+4), your character can add a fourth. Also,
at Great (+4), you can also give your character an additional Mild
Consequence to be used either for physical or radiation stress.
You can use Physique as explained in Fate Core, on p. 116,
but you will also use it if your character is exposed to radiation. If
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get the healing process started before reaching the next milestone
(whether minor, significant or major), they have to roll Physique
against the strength of the radiation consequence when they reach
it. If they fail the roll, the consequence goes up a level, and the
radiation damage continues.
Examples of Mild Consequences:
Radiation burns all over my body; Difficulty breathing;
Feeling queasy.
Moderate Consequences:
Pustules all over my body; Aggravated cardiorespiratory
deficiency; Compromised digestive system.
Severe Consequences:
Severe burns all over my body; Serious cardiorespiratory
problems; Burns throughout my entire digestive system
If the character has a Severe Radiation Consequence and their
situation gets worse, unfortunately, they will be declared taken out.
RADIATION FRACTAL
You might prefer to treat radiation as an enemy with its own
character sheet, with aspects and stunts that can be invoked and
used against the characters. That works well for games where
radiation sickness is a central theme of the story.
RADIATION
Aspects: Harmful to living beings; If there is a crack, It find a way
through; Causes mutations.
Skills: Good (+3) Contaminate; Fair(+2) Move; Average (+1) Stealth
Stunts:
Radioactive Hug: Add (+2) to your roll when using Move to create
an advantage in an area that is difficult to access.
Silent Sigh: You can use Contaminate instead of Stealth to create an
advantage in dark or other low-visibility conditions.
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Stunts
You can buy stunts like the ideas presented below with your free
starting stunts or with refresh points.
Transferable mind: Your brain is actually made of advanced
composite neural tissue that retains information in an accurate and
mathematical manner. All this is stored in the form of bytes.
This type of brain can be copied, and you can, at any time, carry
out an information transplant, transferring your consciousness (i.e.,
aspects, skills, stunts, etc.) to another machine capable of receiving
it (usually another brain or machine).
Fast thinking: Your mind is superior to that of any natural one,
at least in terms of calculating and storage. Get (+2) when rolling
to create an advantage, or on an overcome roll, with any task that
involves calculating something (Athletics to calculate how far
you need to leap, Shoot to calculate a shot’s distance and ballistic
trajectory, Will to remember what was written on every page of a
vast encyclopedia, etc.).
Embedded weapons (this cost the equivalent of one stunt
per level of extra damage the gun inflicts).
Your body has secret compartments for weapons-blades or
firearms. The weapon may already be part of your body—like a
small, retractable, shoulder-mounted machine gun, or fingertips
that open up to reveal gun barrels, or a blade hidden in the hand
or forearm, etc. You can activate the weapon and use it in the same
round, assuming it is your turn. Think of it as having a permanent
aspect Hidden weapon that can only be used on the turn it is
revealed (after the opponents knows it exists, the aspect is no
longer valid). This costs one stunt/refresh for each additional stress
that the weapon causes (a +1 stress weapon costs 1 stunt/refresh, a
+2 weapon costs 2 stunt/refresh, etc.)
Monstrous Body: You have a machine body, but not like other
robots. Your body is made of durable fibers and metals, which
ensure strength and quality. You receive (+2) on all rolls to create
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knowledge and long-term memory—a few weeks of information
and memories or the two most recent milestones, knowing how to
talk or communicate with other machines and humans, emotions
and facial expressions, etc.; and in the case of severe or extreme
Consequence, you may lose skills related to social interaction or
physical skills, stunts, forget how you function, or all of the above
at the same time depending on the situation—and you will need to
get another disk to replace yours).
Low quality brain: +1 stunt/refresh:
You have fragmented memories and get the aspect Confusing
shattered memories which may be compelled against you in
appropriate situations.
Easy to reprogram: +1 stunt/refresh:
Given the chance, a good programmer can reshape your mind.
You have the Aspect Fragile and accessible mind. Perhaps you
lack an adequate firewall to protect you from hackers and are
vulnerable.
Expiration date: from +2 to +6 stunt/refresh:
You will self-destruct after a certain amount of time. The awards
you with +2 stunt/refresh if that is the next Major Milestone, +4
stunt/refresh for the next Significant Milestone and +6 stunt/
refresh for a Minor one.
MUTANT HUMANS
Exposure to radiation has altered your body. This comes with
the advantage of making you tougher, but it also has its drawbacks.
You may have been born this way, you may be a descendant of
genetically altered humans, or maybe some radioactive accident
happened to you over the course of your life.
Aspects
Your character will need:
• A High Concept;
• A Trouble;
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related to radiation, you should change one die showing a + to
0, or 0 to -.
DRESSING SUITABLY
In some game worlds, the character may have access to a
specialized suit—it might be a combat suit or for exploration.
To represent this, follow the rules for creating an extra that the
character can get by paying the required cost. Create or give an
example of new options for the suit, according to the campaign.
EXTRA: SUIT
Permission: You must have an aspect that represents your training
in the use of the suit.
Cost: Skill levels (You’ll need Crafts to handle the suit—Quick in
FAE)
This is a combat or exploration suit that protects the user from
external factors such as radiation and harmful gases. Also, it is hardier
than normal and more advanced models may feature a few gadgets.
Stunts:
Radioactive Immunity: The suit protects against toxic gases. You
are also not affected by radiation aspects.
Enhanced movement: Roll Crafts (Fate Core) or Clever (FAE) to
jump great heights thanks to the suits boosters (up to two zones away).
You also ignore aspects describing difficult terrain such as craters.
Nightvision: Roll Crafts (Clever) to try to overcome aspects that
represent darkness, seeing up to three zones away.
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hour). If it kills in a few days, the character must roll every time
they reach a Milestone, session or once a day. Each new attempt
increases the difficulty by +1. The first roll is set at Fair (+2), the
second, Good (+3), the third, Great (+4) and so on. This represents
the progression of the disease, as it gets stronger with time.
The character can invoke any aspects relevant to the situation—
generally representing medication (but not the antidote) or
Physique.
If successful, nothing happens for the time being (besides the
stress caused by the bite or scratch itself, if any) and there is more
time before the next roll (sometimes it’s enough time for someone
to administer an antidote). On failing, you must check the lowest
available physical stress box, regardless of value. If there aren’t any
more free stress boxes, this becomes a consequence. If you already
have a consequence, it gets worse (Mild becomes Moderate, and
so on).
If the character does not have a way to absorb the stress caused
by the worsening disease, they are taken out and return as the
living dead. The timing varies, but there is no rolling. Just go with
whatever time you find to be dramatically appropriate. If you find
the idea interesting, the player can take control of the zombified
character, hunting the others. For that, see Zombies: Meeting Your
Match.
A CURE
Depending on your dramatic needs, the cure might only work
on a living patient. However, some media have already explored the
idea of curing people who have already turned. You have to work
out what is more interesting for your game.
In either case, the character must roll to create an advantage
with Crafts or Knowledge (Careful in FAE) when you would like
to administer the vaccine or medication (if your game has custom
skills, it might be necessary to have something like Crafts (Medical)
or First Aid).
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and important. This type of creature is common in some videogame
series, like Resident Evil, where the virus responsible for the
transformation creates different beings. Some are extremely tough,
some are fast and powerful, and others deserve their own character
sheets with aspects, skills, and stunts.
Rules for Zombie NPC
Zombies have aspects, and they use them as normal, invoking
them to their advantage on a roll. However, they lack skills or
approaches. Instead, every part of their body represents a skill. They
can use their Head at Good (+3) to defend, whenever someone
decides to use Shoot to blow their brains out, or to Attack by biting.
The GM can choose a different limb than the one the player was
targeting (which is usually the head).
If a player decides to shoot the creature in the head, the GM can
defend using the Body at Good (+3), or Arms at Fair (+2) saying
that the creature stumbles awkwardly causing the shot to land on
a different limb.
To attack, the zombie can use its arms to create an advantage
and grab the character, leaving them Immobilized or Trapped, or
attack with scratches. Head, is used to attack with bites. Body, as
a skill, can be used for rolls to create an advantage or overcome
by shoving other characters around, and Legs can only be used to
defend or overcome.
AVERAGE ZOMBIE
Aspects: Hungry for fresh meat
Skills / Approaches: Regular (+1) Head
GOOD ZOMBIE
Aspects: Walks faster in groups; Longs for flesh; Can’t let you get
away!
Skills / Approaches: Good (+3) Head; Fair (+2) Body; Average
(+1) Arms and Legs
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HORDES
To create small groups of three to five, use the rules for mobs
on page 216 of the Fate Core. But we’re talking hordes here—
an avalanche of zombies who overrun (overshamble?) street after
street, shuffling forward to vent their rabid fury against their target.
Naturally, a character has no chance against a horde, but there is
the thrill of the chase. Use a template to create a nameless NPC
(use the examples above) to define the size and power of a horde.
A small horde can use the Average Zombie template, a large horde
can use the Fair Zombie template and a giant horde, the Good
Zombie template.
We will use the default rules, simulating a chase by using the rules
for a contest. The contest will take place between the characters and
the horde, creating stress. In this case, it is a contest between two
teams—the characters against a horde of zombies.
To carry out this contest, draw a stress track on a piece of scrap
paper and place it in the center of the table. The characters have to
clear the boxes while the horde of zombies will try to fill them. The
more boxes there are, longer the chase—and the longer the scene.
Eight boxes is a good length for an average chase scene.
Now, determine the distance between the two groups. Each
cleared box benefits the PCs, and each box that is checked off
affords the horde an advantage. If you want a reasonable distance,
giving neither an advantage, leave four boxes marked and four
blank. If you think it would make things more interesting or there’s
an in-game explanation as to why, you can provide more boxes to
either group (6 blank and 2 crossed out to give the characters an
advantage, and vice versa, for example).
Now, determine who goes first. You can say that those who
have the highest skill or approach should go first or just arrange
them in turn order however you feel makes sense depending on the
situation. Remember that those who act first have a huge advantage.
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ALIEN INVASION
The ever-popular war of mankind against intelligent beings
from space. Given the issue these aliens are appearing in, we will be
looking at the case where humanity has fallen in the wake of such
creatures’ attacks. Humanity’s social infrastructure was annihilated
by their strength. There is no more government—but there are
scattered groups of survivors.
Your game’s technological level determines much of the
equipment available to the players, but in this article, we will discuss
the possibility of the players destroying a massive mothership
and facing extraterrestrial creatures. Other ideas presented in the
previous articles can be easily reworked to fit here.
THEY’RE COMING OUT OF THE GORRAM WALLS
The rules for NPCs presented in Fate Core, p. 213–221, are
excellent for creating human opponents. But for aliens, monsters,
and strange creatures, it’s better to modify a few things.
A alien/monster’s equivalent of its High-Concept is its Instinct.
Instinct is what drives the creature to complete its goal—the
reason it exists. You can use other aspects, such as Trouble, as that
works well. But when you invoke the alien/monster’s Instinct, the
creature receives a bonus of (+3) instead of (+2). This represents its
determination to carry out the task to which it was assigned.
Instead of stunts, the alien have Abilities. The main difference
is that the creatures do not spend fate points to activate their
Abilities—no matter how strong—because if so, the characters
could just wait for the GM’s fate points to run out and massacre
the aliens. However, for every Abilities a alien/monster has, it will
also have a weakness (see below). Abilities work in a similar way to
stunts, but in addition to the benefits of a stunt, they can also:
ALIEN RACE
Instinct: We will enslave humanity; Loyalty to my race at all
costs; I must not hesitate.
Weakness: Electricity and electrical weapons.
Skills:
Tough Shell: Its insectoid appearance grants it a tough shell that
renders it impervious to conventional weapons. The creature is immune
to physical stress.
Poison cloud: It can give off a gas that engulfs an entire area.
Everyone who is in the area receives 2 points of Physical stress and must
roll to overcome using their Athletics skill, target difficulty at Fair (+2),
to avoid taking on the aspect Need air.
When creating a weakness, try to make it debilitating enough to be
worth a powerful skill. If you feel that the weakness isn’t cutting it, then
the creature must spend a fate point at the beginning of the scene, to
have access to its Ability—the expenditure of a point guarantees the use
of that Ability throughout a whole scene.
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A MOTHER SHIP
It is hard to imagine the characters destroying a mothership. How
could the GM control such a conflict? Especially if they are using smaller
ships, or worse: they infiltrate the great ship to blow it up! In this case,
the ship could be divided into zones, which must be defeated in order
to win the conflict. Imagine that by doing this, you are splitting a giant
NPC into different areas—head, arms, legs, etc.—this keeps the conflict
interesting by allowing the ship (treated here as an independent adversary)
an action for each zone it has.
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TAKE
EVERYTHING
YOU CAN!
DO NOT LEAVE ANYTHING BEHIND!
By Fábio Silva
To represent the PCs belongings let’s add a new stress bar called
Resources. Each character starts with two boxes in that line and can
add more by choosing the Resources skill.
Each resource stress box represents some basic items necessary
for a person’s survival: ammunition, water, medication, food,
vitamins, etc. Whenever the character decides to perform a task, it
is not necessary to count the bullets or how many cans of beans he/
she ate at lunch. Some people like games where you need to count
each shot, for example, but that adds a lot of detail—hard work to
manage so much information.
If a character chose the Resources skill at the Average +1 or Fair
+2 level, he/she gains the third Stress Box. If he/she has the Good
+3 or Good +4 ability, he/she gains the fourth. Unlike other types
of stress, these boxes do not absorb stress shift. They are marked
whenever someone spends their items.
These boxes represent the items that the character can carry on
his body using backpacks, bags, pockets, etc. Once all the boxes are
checked, any additional resources will be lost as he/she no longer
has space on his/her body to load objects—he/she can store the
items in a safe place and come back later to pick it up.
STOCKING
Resources can be stored in a safe place, protected from moisture,
heat, insects and animals. For this you can say that a small shed can
stock five resource boxes while a large house or a big shed can stock
ten boxes of resource stress or more. Talk to the group to see how
many resource boxes a location can save.
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precarious resources or if the character is tight on time then the
difficulty is +4.
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on the floor, in a nearby creek, cans of food, ammunition or
medication on abandoned cars and so on. Think of an interesting
way to show that he has consumed the resources but has not spent
his reserves.
MARKING AND DELETING RESOURCE BOXES
Just a reminder: When a resource box is blank, this means that
the character has empty space in his body or vehicle—that space
may be because he has used, lost, etc., resources.
When a character has resources with him, you mark the amount
of boxes that he/she carries. You can mark with a dash, an “X” or
by painting the whole box. It does not matter. The important thing
to remember is that when the character has all boxes blank, he has
no resources with him.
RESOURCES OUT OF STOCK
If all the resource stress boxes of a character are consumed, he
is in a difficult situation. All rolls that require any type of resource
(firing, first aid, feeding, etc.) must be done only with the dice
results—the character can not add the value of his skill or approach
to the roll.
This is not to say that he/she was totally without resources. He/
she may still have bullets, medication or other things, but they
are running out and this leaves him worried—he/she is so worried
about the scant resources that he/she can not concentrate on the
action.
You can invoke aspects in this situation, but they only provide
a +1 bonus, and if you want to roll the dice again, you can only do
this with two dice. The character can still activate stunts normally.
The GM can compel the situation in order to provide fate points
to the character. He might say things like “you’re running out of
resources, but you suddenly realize that the enemies are closer...”
and offer a fate point to the player.
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