Difference between revisions of "Fate:Research and Development"

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| Description = There's a lot of work that goes into such a mighty meal.
 
| Description = There's a lot of work that goes into such a mighty meal.
 
| Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}
 
| Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}
| Aspects = Enormous Quantities
+
| Aspects = Enormous Quantities<br>Simple Recipes
Simple Recipes
 
 
| Risks = no
 
| Risks = no
 
| Stunts =  
 
| Stunts =  
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| Description = If we can crack the code they're using, we'll finally be one step ahead of them.
 
| Description = If we can crack the code they're using, we'll finally be one step ahead of them.
 
| Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}
 
| Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}
| Aspects = A Linguistic Nightmare
+
| Aspects = A Linguistic Nightmare<br>Familiar Patterns
Familiar Patterns
 
 
| Risks = yes
 
| Risks = yes
 
| Risk 1 = Confusing
 
| Risk 1 = Confusing
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Both PCs and NPCs should be able to contribute to a project, allowing such actions as the PCs procuring a supercomputer or a lab team to work on the project while they are off elsewhere. Skills, stunts, and invoked aspects can be used to gain an edge, just like in any other conflict between characters.
 
Both PCs and NPCs should be able to contribute to a project, allowing such actions as the PCs procuring a supercomputer or a lab team to work on the project while they are off elsewhere. Skills, stunts, and invoked aspects can be used to gain an edge, just like in any other conflict between characters.
 +
 +
A project's own stunts are ways that it can introduce new complications to the effort, reduce progress, or otherwise stall for time.
  
 
=== Resource requirements ===
 
=== Resource requirements ===
 +
Using the [[Fate:Supply and Demand|Supply and Demand]] subsystem, projects can be made to require resources in order to be completed. Any project that has a resource requirement must have those requirements met before progress can be made.
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 +
{{Fate/Project
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| Name = Upgrading the Hyperdrive
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| Difficulty =
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| Description = Time to get this ship moving faster with an improved hyperdrive.
 +
| Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}}
 +
| Aspects = Five-Dimensional Schematics<br>Standardised Parts<br>Connected to Hyperspace
 +
| Risks = yes
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| Risk 1 = Confusing
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| Risk 1 Rank = Good [+3]
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| Risk 2 = Demanding
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| Risk 2 Rank = Fair [+2]
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| Risk 3 = Hazardous
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| Risk 3 Rank = Great [+4]
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| Stunts = '''Singularity Collapse:''' If this project succeeds with style on a Hazardous defence, this project can choose to clear all progress boxes. If it does, it can no longer use this stunt.
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'''Vulnerable Warp Signature:''' Once per session, this project can attract a Fair [+2] pack of scavenger ships at the cost of checking a progress box.
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| Requires = {{Fate/Stress Box||x|20}} '''Good [+3]''' Gravity Plating<br>{{Fate/Stress Box|||20}} '''Fair [+2]''' Dark Matter<br>{{Fate/Stress Box|||20}} '''Average [+1]''' Quantum Magnets
 +
}}
 +
 +
{{Example|In the distant retrofuture, the player characters are the crew of an independent trading vessel. In order to reach more distant stars, they've begun a project to upgrade their ship's hyperdrive. However such an endeavour is going to take significant resources. They will have to scour their current region for the right materials for the job. Only when they've attained the required amounts of Gravity Plating, Dark Matter, and Quantum Magnets can they actually begin work on the project. Getting a better hyperdrive will do a lot for the crew, so it makes sense that this project is very complex and demanding!}}
  
 
== Additional mechanics ==
 
== Additional mechanics ==

Revision as of 17:33, 22 February 2021

Warning triangle.png This entry is a work in progress and may not be suitable for use yet. Check back for updates. Warning triangle.png

Is the process of research and development integral to your Fate game? Then this might be the subsystem for you. These rules are flexible enough to cover a range of variations, including uncovering scientific principles, restoring wrecked machinery, and performing alchemical studies.

Projects

A project is created like a character, but representing an abstracted problem, such as "Discovering the Location of the Temple" or "Repairing the Mark 2". Projects have at least two aspects, a sticking point (the most difficult part to deal with) and a weak point (a way to make good ground).

Preparing a Grand Feast Great [+4] Difficulty
There's a lot of work that goes into such a mighty meal.
Progress Track: Unchecked Stress Box (Default)Unchecked Stress Box (Default)
Aspects Enormous Quantities
Simple Recipes

A project's stress track is a progress track, with each successful attempt against the project causing progress. If a skill or approach beats the project's difficulty, progress is made. When a project cannot mark off progress, it is considered complete. Unlike stress, progress is retained from scene to scene, allowing characters tackling the project to come back to it later, after a break or a different adventure.

The player characters are Preparing a Grand Feast as part of their role as twee, sword-wielding woodland creatures. The project is of Great [+4] difficulty, with a progress track of 2. Archbishop Bramble, an industrious vole, rolls to overcome with his skill of Good [+3] Leadership to direct the kitchen staff. He rolls Fudge plus.png Fudge minus.png Fudge blank.png Fudge plus.png to give him a total of +4, besting the project's difficulty. One progress box is checked off, and the preparations are halfway done. Lady Willowbranch, a squirrel, uses her skill of Fair [+2] Cooking to lend a hand but rolls Fudge blank.png Fudge plus.png Fudge minus.png Fudge blank.png. This wouldn't succeed, but by spending a fate point to invoke the project's aspect of Simple Recipes, she gets a +2 to her result and manages to pass. The preparations are complete, and now they can only hope that the sinister Baron Winterfang does not crash the proceedings.

More difficult projects may fight back when tackled, inflicting stress in return. A mechanical project may cause physical stress from an industrial accident, a research project may cause mental stress due to burnout, but it will be the GM's choice. A project has three approaches called risks, which by default are Confusing, Demanding, and Hazardous. These represent how mentally taxing the project is, how physically draining it is, and how liable it is to cause bodily harm.

Decoding the Enemy Cipher
If we can crack the code they're using, we'll finally be one step ahead of them.
Progress Track: Unchecked Stress Box (Default)Unchecked Stress Box (Default)Unchecked Stress Box (Default)Unchecked Stress Box (Default)
Aspects A Linguistic Nightmare
Familiar Patterns
Confusing Demanding Hazardous
Good [+3] Average [+1] Poor [-1]

When a project has risks, you can forgo the difficulty as a static opposition and use the risks for defending rolls instead.

The player characters are spies working against forces unknown, and Decoding the Enemy Cipher will help them understand just who and what they're dealing with. Agent 9 opts to tackle the problem head-on with her collection of codebooks from defunct agencies around the globe, rolling Fudge plus.png Fudge minus.png Fudge minus.png Fudge minus.png with a Good [+3] Careful approach. The project responds with its own Good [+3] Confusing, rolling Fudge plus.png Fudge minus.png Fudge plus.png Fudge blank.png and making a +4 against Agent 9's +1. This means Agent 9 takes 3 shifts of mental stress, and has to take a break to recover. Perhaps a different method will be required, if the spies are to make progress on this project.

Both PCs and NPCs should be able to contribute to a project, allowing such actions as the PCs procuring a supercomputer or a lab team to work on the project while they are off elsewhere. Skills, stunts, and invoked aspects can be used to gain an edge, just like in any other conflict between characters.

A project's own stunts are ways that it can introduce new complications to the effort, reduce progress, or otherwise stall for time.

Resource requirements

Using the Supply and Demand subsystem, projects can be made to require resources in order to be completed. Any project that has a resource requirement must have those requirements met before progress can be made.

Upgrading the Hyperdrive
Time to get this ship moving faster with an improved hyperdrive.
Progress Track: Unchecked Stress Box (Default)Unchecked Stress Box (Default)Unchecked Stress Box (Default)Unchecked Stress Box (Default)Unchecked Stress Box (Default)
Aspects Five-Dimensional Schematics
Standardised Parts
Connected to Hyperspace
Confusing Demanding Hazardous
Good [+3] Fair [+2] Great [+4]
Stunts Singularity Collapse: If this project succeeds with style on a Hazardous defence, this project can choose to clear all progress boxes. If it does, it can no longer use this stunt.

Vulnerable Warp Signature: Once per session, this project can attract a Fair [+2] pack of scavenger ships at the cost of checking a progress box.

Requires Checked Stress Box (Default) Good [+3] Gravity Plating
Unchecked Stress Box (Default) Fair [+2] Dark Matter
Unchecked Stress Box (Default) Average [+1] Quantum Magnets
In the distant retrofuture, the player characters are the crew of an independent trading vessel. In order to reach more distant stars, they've begun a project to upgrade their ship's hyperdrive. However such an endeavour is going to take significant resources. They will have to scour their current region for the right materials for the job. Only when they've attained the required amounts of Gravity Plating, Dark Matter, and Quantum Magnets can they actually begin work on the project. Getting a better hyperdrive will do a lot for the crew, so it makes sense that this project is very complex and demanding!

Additional mechanics

Fields

To avoid having multiple knowledge skills cluttering up the game's skill list, you can opt to use fields instead. Fields are like approaches that stack on top of the skill rank a character possesses, showing their aptitude at certain areas.

Take any appropriate knowledge skill (such as Lore, Craft, Magic, etc.) in your game and designate around four fields for it. For instance, Magic could have the fields Alchemy, Enchanting, and Summoning. When players take ranks in the skill, they can choose to specialise in a field, giving them a bonus when using the knowledge skill when the field applies. This effectively works the same as a stunt that reads "When you use a skill for a specific purpose, take +2" but without taking up a stunt slot.