Supers Without Borders

Season 1: 5/12/20 - 8/8/20. Brent (Mirage), Will (Savana Hanson), Alex (Uu'don), Andrew (Paladin)

World At Large

Season 0 doc of issues, face, & places

Building a Character

Standard Fate Core.

House Rules

Healing: I'm going with the book rules rather than the SRD and tweaking that a bit.

    • Before a consequence can start healing, it has to be Treated. This is either a Lore overcome for physical consequences or an Empathy roll for mental consequences. Difficulty is 2/4/6 depending on the severity. Only 1 treatment roll can be attempted for each consequence. A Treatment roll can be made immediately after the scene it was acquired in and each time the victim has Significant Rest.

    • Each Significant Rest, you can either attempt to Treat an untreated consequence or you can attempt to downgrade an existing consequence to the next lower level using the same skill and same difficulty as above. A Mild consequence disappears, a Medium is moved down to Mild, etc. If there is no spot to "move down" the consequence to, then it can't be treated.

    • What's a Significant Rest? Almost anything counts as Significant Rest for a Mild consequence - a couple hours rest, a night of drinking, sleeping it off - as long as it's not taxing (sleeping in the back of a pickup bouncing through the jungle would not count). Medium or Mild requires a more significant recovery - a week resting at home, a night sleeping with medical care, treatment in a high tech center.

Overcoming Aspects: Not sure how RAW this is, but it's how we do it - If someone on their last action created the Aspect, then they get to actively resist anyone trying to get rid of it. On later rounds, if the person creating the aspect doesn't take an action to keep it going, then the target to remove becomes a 2. An example:

    • Let's say I grapple you. On your next action, you can attempt to break free and I get to actively resist.

    • Let's say you fail. On my next action, I grapple again attempting to add invokes to my already existing aspect. On your next turn, you try to break free and I actively resist since my last action was keep the aspect going.

    • Let's say you still fail. On my next turn, I just hold you in a headlock while firing my gun. The Grapple aspect still exists but I'm not actively trying to keep it around at this point. On your turn, you can try to break free but I don't get to actively resist. The overcome is a 2 for you to get free though I can use any of my free invokes or spend Fate chips.

Weapons/Armor: We'll ignore Armor/Weapon ratings for the most part. The GM might pull them in for special situations (mounted machine guns might get a Weapon:2 for a scene, Doombots might have Armor:1). Ranged weapon have a max range of 2 zones as RAW.

Zones: Most maps will be zone maps. The basics:

    • You can generally move Athletics - 3 zones (Minimum 1) and take an action (or move after your action).

    • You can move a number of zones equal to your Athletics (Minimum 2), but take no other action.

    • If you're impeded in some way (obstacles or enemies in your zone), it takes an Overcome action to try and leave. This counts as your action for the turn.

Fate Chip Reset: If we end a session in the middle of a scene, fate chips won't reset next session until the scene is finished.

Recaps

Season 1: Cultists try to awaken C'thon, an ancient god of destruction. His cultists attempt some destorying (blowing up a damn, creating a hurricane, etc.). Roma gypsies, a Vatican investigator named Victor Montessi, and his C'thon attuned daughter Victoria Montessi. The PCs eventually put an end to C'thon.