Links to good fate accelerated resources :
Advancement - Mind the gap http://www.killershrike.com/Fate/Fae/Pathfinder/Guidelines/AdvancementOptions.aspx#Mind the Gap
Weapons and armor in Fate - http://www.rollforcritical.com/2013/09/weapons-and-armour-in-fate.html
Pathfinder in FAE - http://www.killershrike.com/Fate/Fae/Pathfinder/PathfinderFateAccelerated.aspx
Minion as obstacles to plot - http://www.efpress.net/2014/11/minions-as-obstacles.html
Vampire rules
http://reddicediaries.blogspot.com/search/label/FAE
http://reddicediaries.blogspot.com/2014/11/rpg-quick-dirty-accelerate-vampire.html
Gm tips : https://plus.google.com/108546067488075210468/posts/K2E4ivswdQZ
Enemy power : https://plus.google.com/105851856857067695596/posts/9fnNSs1N32v
Allied factions and groups : https://plus.google.com/110434538393561345672/posts/2RbUCanH2DK
Issues
Current vs impending issue aspects
Captured by pirates
Shipwrecked
There are creatures under the waters
Ship piloting in Fae vs fate core (require an aspect)?
Concept of collateral consequences due to player actions : atomic robo, kerberos club, base raiders (fate world)? Basically groups and places take consequences due to player actions. Fire in a scene may result in damage to the opera house. Or fighting in streets may result in police state. Make player actions felt in the world.
Approaches may be replaced with professions. (From Jadepunk) Scholar, Warrior, Nobility, Traveler, Rogue, Mage.
Species have a favored approach. (from Aether Sea) Careful - dwarves, Clever - elves, Flashy - humans, Sneaky - goblins, Quick - ???, Forceful - Giant. The favored approach is special in that members of the race treat all results below zero as zero when using their favored approach.
(from Jadepunk idea of creating character aspects as a group)
High concept - what does the character represent. Should contain race and class reference. Angry young street tough, Bitter old dwarven sea dog, Escaped seafolk slave, Halfling stowaway who spat out a silver spoon.
Background - what were you in the past. Apprentice baker, Seafolk scout, Tenor opera singer
incident - how did you become a pirate? press-ganged after a night with the buddies. Marooned after betraying the governor of dibs. Swam too close to the nets and was sold like a day old fish.
belief - how do you feel? What motivates you? Success is earned. The war never ended. All surface dwellers are evil.
trouble - Bad luck, superstitious, easily addicted
Starting characters have 2,1,1,0,0,0 as their approaches. They have two aspects, two refresh, and one stunt. This is to better emulate the low power of starting characters in Dnd.
Make a separate aspect for class and race?
(From romance is in the air) Idea is to stat out factions or nations and every so often players play the factions for a few rounds and those actions impact the game world. National relationships happen, grand intrigues occur, and fortunes rise and fall. The rules are pretty simple. Each nation or faction is a character with approaches, aspects, stress, stunts, and refresh.
Have four approaches. Diplomacy, Espionage, Warfare, and Industry.
Stress tracks for political and military stress that start at 2. High warfare and diplomacy (>3) increase stress by one. Great approach increases stress to 4. Political stress is replenished by declaring war. Military stress is replaced by making industry checks.
Small nations approaches start at 3,2,1,0 while big nations start at 5,4,3,2.
Nations have 3 refresh with which they can buy stunts. Major powers start with one free stunt.
Nation aspects:
High concept - description of the nation
Color - Flesh out the concept. Maybe detail a significant fact. example - RIddleport Ancient City of Mysteries, Dibs - anything for a price
Desires - What the nation wants form one or more other nations. ex - Retake former states of Gia and Terino, Punish Terino for past crimes,
Refusal - Why it is not acquiescing to other nations desires. ex - Never again a puppet state, We will not bow to heretics.
Trouble - Xenophobic Nationalist Movement, Saber rattling leader with a big ego, Buried in debt to the Gian Consortium
Less well thought out than nations.
Approaches describe the type of power they represent : Social, Financial, Physical, Spiritual
Alternative: Instead of approaches make factions similar to mooks in that they have things they are good at and bad at.
Stress represent the strength of the cause.
Faction aspects:
High concept - description of the group
Goals - what the faction hopes to achieve
Problems - what prevents the faction from getting what it wants
Freeport failings
Dex tweaking
Armor invokes are plus three vs dex
Armor can be used to Deny dex damage until the denial is overcome. (Diff 1 light 2 medium and 3 heavy)
Strength for sprinting dex for finesse / coordination con for distances.
Magical gear (from Jadepunk)
Cost one+ refresh. Each refresh gives magic items two positive aspects from a limited list and one drawback
Ships (from Aether sea)
Limited approaches but when crew is making a check the ships approach is added to the crew's check.
Ship aspects are shared with players.
Limited posts available (steerage, communications) but only one action per post may be made. Ship may add extra posts. (gunnery, etc)
Missing characters
Make missing characters into an aspect.explaining why character is less active "Herunaro is supposed to get a gift for his mom's birthday"
Session summaries
Session starts as a a number of bullet points. Players flesh out the details and in return they get a plot aspect with one invocation to use during the story arc.
Flashback mechanics (from Shadowcraft)
Once per session a player can have a flashback scene to come up with an appropriate skill or aspect to allow themselves to act in a way they are otherwise unsuited. For example in an all stealth scene about breaking in and opening the safe in the governor's mansion you could have a flashback about how your low stealth high charisma character seduced the governor some years back and how he pined for you ever since. This grants you an aspect "Governor still pines for me" which lets you roll at +2 instead of at 0 when the aspect is applicable. You can add invokes and compel as normal but the aspect disappears at the next milestone.
Fragile environments (from Google+)
Have a threshold over which actions cause situation damage. For example if dueling on a frozen lake it may have an aspect breakable 3 with 4 stress. So any actions totaling higher than a 3 result in damage to the lake. The strees is a timer counting down to an event that bestows "Icy bath" "Freezing cold" "Soaked to the skin" on everyone in the scene.
Conspiracies (from Eagle Eyes)
Have a stress track and consequences. Basically any time an action is taken to uncover or expose the conspiracy the roll can cause stress against the conspiracy. But so long as the conspiracy still has stress it has allies, bribes, contingency plans. Any attempts to destroy the conspiracy will fail due to not targetting the right mastermind or a hidden mastermind not being discovered. Only if enough information has been gathered first can the conspiracy be threatened in a key scene. Note only one "reveal" of significance can happen per scene. Additional clues will prove flawed or red-herrings.
Minor conspiracy - one session, 2-4 scenes. 2-3 stress and zero or one minor consequence
Medium conspiracy - two sessions, 4-6 scenes. 4-7 stress. Two consequences.
Major conspiracy - three or more sessions. 7-10 stress. Three consequence boxes.
Loss of control (from Psychedermia)
Additional consequences associated with powers or psychic abilities. The player can use these consequences to deflect or mitagate another power but the consequences are named. A minor consequence of "Loss of Control" and two moderate consequences of "Burn out". If both burn out consequences are filled you lose your power until you rest and can make a +4 will check to rejuvenate a single check. The loss of control consequence is difficulty 2 BUT can not be replenished if there are any "Burn out" consequences boxes checked.