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Post by Probie Tim on Jul 26, 2015 16:06:53 GMT -8
Hi Jackers. So, I was once a huge Fudge "guy", but I never got into FATE. I'm working on a FATE Accelerated Edition game for Gateway 2015; it's going to be an Agents of S.H.I.E.L.D. game. In AoS, all the agents have ICERs, which are basically electronic tranquilizer guns. How would you make that work in FATE? Would the tranquilizing effect be an A.S.P.E.C.T. of the gun which could be invoked? Or something else? Thanks! (Oh, by the way, A.S.P.E.C.T. = Additional System Parameter Explaining Conditional Trait. I thought that would be RAD for an AoS game. )
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Deleted
Deleted Member
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Post by Deleted on Jul 26, 2015 23:25:30 GMT -8
I'd treat it exactly like a normal weapon but if anybody takes a condition from being shot by it just word the aspect to suit. So a Mild condition might be 'woozy' whereas a Severe condition could be something like 'Almost unconscious' etc.
Edit: Should probably add that conditions are aspects and can be invoked like any other. Plus they might impose a penalty to actions, can't remember if that's correct or just a variant rule.
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willh
Journeyman Douchebag
Posts: 220
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Post by willh on Jul 27, 2015 10:32:00 GMT -8
How you handle this will depend on if the target is an NPC or PC. If it's an NPC then you decide not to take consequences and just be taken out. Consequences are optional. They reduce the incoming stress. If you have more incoming stress than you can take, you are taken out. Choosing not to take a consequence is totally a valid choice.
If you use them against a PC, then you create an obstacle. If they don't defend they will have to overcome the obstacle before they can do anything else.
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