Fate Rules
Aspects
Just to help with character creation, remember that aspects aren't restricted to phrases about your character. They can be:
Relationships: (IN TIGHT WITH DOVAN; I’LL GET ONE OVER ON TRISK)
Beliefs: (I AM THE LAW; HIT ‘EM WHEN THEY LEAST EXPECT IT)
Catchphrases: (YOU DON’T TOUCH MY DICE; YOU START IT, I END IT)
Descriptions: (UGLY S.O.B.; BIG, MEATY FISTS)
Items: (VERA - MY VERY FAVORITE GUN; MAGICAL CLIPBOARD OF BLUFFING)
Any other phrase that helps paint a picture of your character: (LAST SON OF SOLON; READY FOR ACTION)
Remember that a good aspect is: Double-edged (it can be used for your benefit, but can also be used for compels), Multifaceted (so it can be used in various ways), and Clear (so everyone knows what it means)
Skills
Athletics - Includes throwing attacks
Burglary - Includes hacking
Contacts - Knowing people, also used for gathering gossip or "word on the street"
Crafts- Includes fixing
Drive - Includes pilot
Investigate- Used for any sort of research. Also to investigate a crime scene for clues
Lore -
Notice - Also for initiative
Perform - New skill. Used for Singing, Acting, Comedy, Guitar, Poetry, Painting, Tea Ceremony, etc.
Healing
Don't much like that Healing in Fate is based on game time rather than story time. Also don't like how quickly wounds get healed up. Changes:
Stress still goes away at the end of a scene. Consequences can only be healed within 1 hour of receiving them. After that, a healing check can be made only once a week. A healing check is a Lore skill (medicine specialty would add +2) and requires a Medic Stunt to perform it.
In the field, only a Mild consequence can be treated. A medical facility is required to heal Moderate or Severe consequence.
The result of the heal determines what is healed:
2: A mild consequence is removed
4: As 2, and a moderate consequence becomes a mild consequence
6: As 4, and a severe consequence becomes a moderate consequence
Note that if you have an old mild wound that hasn't been healed (for example), then your newly acquired moderate consequence can't be moved down.
Example: Bruiser gets a head wound (Moderate consequence). He can't heal this in the field unless there is a Medic. There isn't, so he stumbles to the hospital where they treat it successfully (Lore roll required is 4 since it's a moderate) and it becomes a mild consequence. A week later, another Lore roll can be made to remove the mild. Bruiser attempts to do this himself and fails, so the mild consequence sticks around for another week before healing can be attempted.
Fate Chip Rollover
Rather than Fate Chips resetting at the start of each session, they don't reset until the start of a new scenario or at a significant break in the action. (Need to see how this goes - players end up with too few chips? Maybe give 1 a session?)
Gear
Bulldogs had a pretty cool gear section. Let's give it a try. You can take a piece of gear rather than a stunt (remember you get three stunt/gear slots for free. You can take more by having fewer Fate chips at the start of a session).
All Gear have one aspect with one free invoke per session. Generally, the aspects gives you a +2 to a skill once per session. Camo Armor might be +2 to Stealth, High Powered gun might be +2 to Shoot, etc. Bulldogs has lots of examples if needed. And it is an aspect so you can spend FC to invoke it. (Drawback: The once per session is hard to keep track of. Need gear tokens?)
Armor
Armor comes in three flavors:
Light: Has a mild consequence slot. You wouldn't wear Light armor to a dinner party, but it's fine to wear day to day.
Medium: Has a mild and moderate. Medium armor is going to draw attention, but might be OK depending on where you are. GM might invoke against your medium armor for being heavy or bulky.
Heavy: Has a mild, moderate, and severe consequence. Full on SWAT armor. Anyone walking around in this is going to draw the attention of the authorities and freak out the locals. GM will definitely invoke against you.
Aspects might be things like: Camoflague, Life Support, Hardened, Powered, Ray Coating.
Shield
Shields extra stress boxes. Stress is removed after a scene as normal.
Light: Has 2 stress boxes. Buckler size, leaves your hands free.
Medium: Has 3 stress boxes. Requires 1 hand.
Heavy: Has 4 stress boxes. Requires 2 hands, is bulky/cumbersome.
Aspects might be: Extra Battery, Overload, Reinforced Quantum Field, Stealth Field, Specialized
Weapons
Weapons gets free invokes that can be used for the aspect of the weapon or for +2 damage. They come in 3 flavors:
Light: Gets one free invoke.
Medium: Gets 2 free invokes. You've got a nasty, tricked out hand-gun or a rifle. You're starting to draw attention. Requires 2 hands.
Heavy: Gets 3 free invokes. A very nasty weapon that is definitely drawing attention.
Possible Aspects: Accurate, Autofire, Concealable, Explosive, Long Range, Boost Effect, Powerful, Scattershot, Specialized