[FATE] Call of Cthulhu
Posted: Wed May 30, 2012 5:46 am
The title says it all. FATE seems like a rules-lite system sufficient for something like this setting. The question is what changes I should incorporate.
Obviously we would change the name of Composure to Sanity, and Mythos monsters make an attack against a character's Sanity on first encounter. Let's set the starting number of stress boxes for Sanity & Health to 3, increased by the rank in the character's Resolve and Stamina respectively. I don't know whether to incorporate a Wealth stress track atop all this, as it might influence the flavour in the wrong direction.
Depending on whether we use 4dF or 1d6-1d6 should determine whether we consequences reduce the stress of an attack by -2/-4/-8 or -1/-2/-4 (inversely), I would think. And yes, I want Stress boxes to equal HP to make combat faster and more lethal.
Power is not something investigators are known for, so let's set the apex skill at +2 (Good?, FATE messed with the ladder from FUDGE), letting a player only able to choose six skills.
How should magic be handled in this system? Should I handle it like a Rare Artifact stunt that comes with a temporary aspect that can be tagged for free once each time it's used (maybe negatable with a check)?
How many Aspects, Stunts, and FATE points should a character start with? What rulings should be incorporated into the FATE economy to mitigate its flaws?
Obviously we would change the name of Composure to Sanity, and Mythos monsters make an attack against a character's Sanity on first encounter. Let's set the starting number of stress boxes for Sanity & Health to 3, increased by the rank in the character's Resolve and Stamina respectively. I don't know whether to incorporate a Wealth stress track atop all this, as it might influence the flavour in the wrong direction.
Depending on whether we use 4dF or 1d6-1d6 should determine whether we consequences reduce the stress of an attack by -2/-4/-8 or -1/-2/-4 (inversely), I would think. And yes, I want Stress boxes to equal HP to make combat faster and more lethal.
Power is not something investigators are known for, so let's set the apex skill at +2 (Good?, FATE messed with the ladder from FUDGE), letting a player only able to choose six skills.
How should magic be handled in this system? Should I handle it like a Rare Artifact stunt that comes with a temporary aspect that can be tagged for free once each time it's used (maybe negatable with a check)?
How many Aspects, Stunts, and FATE points should a character start with? What rulings should be incorporated into the FATE economy to mitigate its flaws?