Two Fisted Fate

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Today’s idea is a quick, somewhat silly one that I had when traveling without my 4dF and thinking about running a game. Fate is rules- and trait-light enough that it would be a good game to run places where dice and even character sheets are hard to manage: camping, road trip, etc. With a background in LARPing, my group’s natural fallback for resolution in a diceless situation is Paper-Rock-Scissors. I realized that if you’re playing it fairly randomly, it actually generates three results, just like dF. The problem is that you’d have to iterate it four times to generate 4dF. If you do, the distribution of results should be pretty identical to 4dF (barring unrandom choices of signs), but that might bog the game down more than getting all the results at once.

Thus, use two fists at once (do not do this if you are the driver in the road trip!). Compare each hand independently to each of your opponent’s hands, and add up to the total results like so:

PP PR PS RP RR RS SP SR SS
PP 0 2 -2 2 4 0 -2 0 -4
PR -2 0 -1 0 2 1 -1 1 0
PS 2 1 0 1 0 -1 0 -1 -2
RP -2 0 -1 0 2 1 -1 1 0
RR -4 -2 0 -2 0 2 0 2 4
RS 0 -1 1 -1 -2 0 1 0 2
SP 2 1 0 1 0 -1 0 -1 -2
SR 0 -1 1 -1 -2 0 1 0 2
SS 4 0 2 0 -4 -2 2 -2 0

So, for example, if I throw Rock and Paper, and the opponent throws Rock and Scissors, my Rock ties his and beats his Scissors, for a net +1, and my Paper beats his Rock but loses to his Scissors for a net 0, for a total +1 result.

The numbers are much more contingent than normal dice rolls, so the probabilities are a little skewed and notably lack +3/-3 results:

Result Standard RPS
-4 1.2% 3.7%
-3 4.9% 0.0%
-2 12.3% 14.8%
-1 19.8% 14.8%
0 23.5% 33.3%
1 19.8% 14.8%
2 12.3% 14.8%
3 4.9% 0.0%
4 1.2% 3.7%

But they’re close enough, I think, for the situations where you’re likely to use it. Also, the ranges of -4 to -2, -1 to 1, and 2-4 all add up to the same totals (so you’ll get a result of -1, 0, or 1 just as often, it will just be distributed differently).

Shadowrobo, Part 3

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Let’s Do Some Crime

I don’t like building facilities in Shadowrun. It’s a lot of work to map them out, there aren’t any good guidelines in the core book for what’s a reasonable level of expense and challenge, and my group tends to figure out how to skip to the end. Good on them (I encourage it), but it winds up meaning I do a lot of mapping and security layout work that never gets used. Atomic Robo‘s science systems suggest a way to lessen that work considerably.

Brainstorms

Use the brainstorm rules when you want to offload a lot of the security design to the players. This works pretty identically to the standard rules, except the players use any skills they can justify rather than Sciences, representing various steps of research and investigation into the situation they’re trying to overcome. Just like the standard rules, you run three cycles of the players competing to get to be the one that states a fact (and the GM naming one if all the players fail), with a final phase to decide on the hypothesis aspect. The facts and hypothesis become what’s true about the situation, giving the GM a lot of guidance for laying out the run (and some facility aspects).

Invention

Conversely, the invention system works well for when you’ve laid out a scenario and want to establish that there’s a profound blocker before it’s safe to proceed. That is, there’s a special layer of technological or magical security that is over and above what the team usually has to deal with. An invention, therefore, becomes just however the crew is going to bypass this unusual difficulty: a rare widget, secret codes, suborning someone with access, etc. With some catches involved, you can run a large part of the session around putting together materials for the run; once they have them, the run itself may be rather easy, with the drama being about creating the invention.

Resources and Organizations

The Tesladyne Industries organization rules in chapter 12 work very well for setting up corps and the PCs’ own resources. Rather than one overarching player-controlled org, under this system:

  • Whenever the PCs are hired by a corp or other large group, that entity has its own Resources mode. Antagonistic corps may also have a Resources mode (used as a gauge for what they can bring to bear and what their intel can determine about PC activities). For corps, AAA corps have a Great Resources, AA corps have Good, and A have Fair. They should usually have one focus and one specialty skill (often Armory or R&D for the major corps and Intel or Transport for the police agencies).
  • The PCs have their own organization that represents a much more loose collection of the crew’s pooled reputation, wealth, connections, etc. It should be named after whatever their team name is.

All organizations get a Mission Statement aspect, and that’s immediately known to the PCs (and they should come up with their own for their team org). All plot-important orgs also get Pressure aspects, but the players likely only know their own team’s pressures to start. The pressures on other orgs go a lot way to explaining their agendas and why they keep hiring runners or having runners sent against them, and figuring them out will go a lot way to moving the PCs from reactive to proactive. Only the player’s org accumulates Title aspects, but does not have an innately refilling Supply (see below).

When the PCs are on a mission for a corp, they can often use its Resources rather than their own as “expenses” for the run. This may only be available if they know who they’re working for so they know what kind of stuff to ask the Johnson for (even if it’s in a plausibly deniable way). For every point using these items increases the GM’s fate point reserve, also make a note that they have a point of debt that they have to pay off if they don’t return the items at the end of the run. (The reason to keep the items is that they may be better than what the PCs can get through their team org.)

The PCs’ team org starts at Fair Resources with no focused or specialized skills. The players can advance individual skills per the normal rules (paying their own character points to increase them). To upgrade the whole Resources level, the players need to accumulate rewards.

At the end of a run, come up with a rough reward level:

  • 1-3 points for the wealth of the employer (3 is for a AAA corp)
  • 1-5 points for the overall danger of the run
  • 0-3 points for mission success and secrecy (3 is for ghosting the run with all objectives completed)
  • Subtract up to five points for failing to meet secondary objectives, collateral damage, and generally making a mess
  • Subtract the debt rating for any items the PCs requisitioned from their employer and lost or kept

Whatever’s left is the payment for the run. Add this to the fate point Supply on the team org’s sheet. This is the only way to add Supply (the org doesn’t refill it naturally based on total aspects like in the rules). Like normal Supply, these points can be spent as fate points for anything that can be justified as spending money or using team resources. Once they’re spent, they’re gone until new rewards are earned.

At 10 points in Supply, the team’s Resources becomes Good. At 30 points, it becomes Great. Spending Supply below these thresholds drops the team’s Resources back down to the appropriate level.

Shadowrobo, Part 2

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Weird Modes

Within the frame of Shadowrun, these modes aren’t really that weird. Most PCs will have at least one of them, with some oddball Concepts allowing you to take more than one.

Adept

An adept, or physical adept, has innate magical control over her body, allowing a wide range of seemingly impossible stunts. Some such individuals are “mystic adepts” and can also take the Mage mode with this one.

Associated Skills: Athletics, Combat, Notice, Physique, Stealth, Will (this is essentially the Martial Artist mode from AR and represents a standard adept; for adepts with social powers, feel free to pick different skills)

Improvements: None

Sample Stunts: The Martial Artist mode’s stunts work great as examples.

Decker

A decker is the most elite of the hackers, totally at home in virtual reality. He uses an incredibly powerful and incredibly illegal computer “deck” to accomplish his hacks, and has built in cybernetics to seamlessly connect to the Matrix.

Associated Skills: Burglary, Contacts, Deceive, Notice, Provoke, Stealth, Will

Improvements: None

Sample Stunts: Most stunts for a decker will be gear stunts, representing the deck itself and specialized programs running on it.

Rigger

Riggers are to vehicles and drones what deckers are to the Matrix: a combination of mental cyberware and advanced computer “rig” designed to help control vehicles like extensions of their own bodies.

Associated Skills: Burglary, Combat, Notice, Stealth, Vehicles, Will

Improvements: None

Sample Stunts: Most stunts for a rigger will be gear stunts, representing various vehicles and drones.

Cyborg

There are a wide variety of ways to install tech into and improve your body in the Sixth World. While just about anyone might have a few pieces installed, a full-on cyborg has given up a substantial part of her essence to become more than human.

In addition to compels to the Concept aspect about this loss of essence, a character with this mode cannot take the Adept or Mage modes.

Associated Skills (Street Samurai): Athletics, Combat, Contacts, Notice, Physique, Vehicles

Associated Skills (Bioware-Augmented Face): Athletics, Deceive, Empathy, Physique, Rapport

Improvements: None

Sample Stunts: A wide variety of stunts can be justified with various pieces of cyberware and bioware; look at the Robot and Mutant modes for ideas. For more fiddly cyberware, you can bolt on the Cyberware rules from the Fate System Toolkit.

Mage

A mage is an individual born with the ability to channel mana and affect the spirit world. This is accomplished by spiritual awareness and the use of spells and rituals.

Associated Skills: Conjuring, Notice, Will, Every spell as its own skill (i.e., spells work like Science skills for the Science! mode, see below)

Weird Skill: Conjuring

Overcome: Use as a Lore skill for spirits
Create an Advantage: Summoning a spirit is a specific kind of advantage creation
Attack: Banish summoned spirits
Defend: Defend against summoned spirits

Essentially, use the conjuring rules for Storm Summoners in the Fate System Toolkit, with Shadowrun flavor.

Weird Skills: Spells

Each spell has up to two applications around its theme. You technically have access to all spells at your mode rating, but you should probably work with your GM to come up with a few of them that you’ve pre-agreed upon. Remember that, like Science, you have to individually focus and specialize each spell if you want it to have a higher rating than the mode.

For using these skills, use the Channeling rules from the Fate System Toolkit, with the individual spells replacing the “Channeling” skill.

Improvements: Specialize one trained skill, Focus one trained skill

Sample Stunts:

  • Astral Perception: Use Notice to perceive on the Astral Plane.
  • Astral Projection: (Requires Astral Perception) Enter a trance to generate an astral body that can move extremely quickly and interact with things on the astral plane (using your normal skills). Spend a Fate point to use magic on the physical world when projected.
  • Signature Spell: Add a weapon or armor rating to one of your spells, or make it one that you can “fast-cast” without having to tag an aspect or take damage.

Shadowrobo, Part 1

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Do you have the Fate-powered Atomic Robo RPG yet? This will make much more sense if you do. If you preorder, you get the PDF right away.

I’m probably running Shadowrun wrong. I get the vibe that the normal way to run it is a gritty, simulation-heavy crime drama where you can’t buy much for a nuyen but lives are cheap. I tend to run it much more like Leverage: as a pulpy tale of quirky master criminals that are rare enough in their awesomeness that the system they’re robbing has a hard time adapting to the threat they present. So keep that in mind.

With that style of running, the Atomic Robo rules immediately jumped out at me on reading as highly in-tune with my style of GMing Shadowrun. So we’ll see if there’s anyone else in the intersection of “Runs Shadowrun,” “Has Atomic Robo,” and “Loves Leverage.” In general, I’m erring on the side of trying to keep the rules drift from AR minimal, so there’s a good bit of “give the rules descriptions a Shadowrun flavor” rather than thorough hacks to make the game more like the normal SR rules. If you have Fate but not Atomic Robo, some of this will make a little bit of sense, but I recommend going ahead and getting AR. It’s good.

This will be a multi-part series.

Picking Aspects

Shadowrobo inherits AR’s lack of a Resources skill. Unlike AR, the assumption is that you’ll be doing runs to make money, rather than having a permanent job with relatively easy gear requisitions, and I’ll hopefully get to some systems about that later. But it does mean that your wealth is not specifically expressed as a skill, and the various members of the team are more or less in the same boat (of needing to do runs to make money). If you want a character who’s better at managing money or has a trust fund and just does runs for the fun of it, by all means represent what would be a Lifestyle in SR with your Omega Aspect or tailored stunts. And if you live on the streets and fritter away every nuyen you earn, that’s an excellent use for a compel-happy Omega Aspect as well.

Similarly, so much of the effects of race in SR can be modeled by just using it to justify particular skill choices, so there’s no specific rules for that. You should probably include it in your Concept Aspect, as that will let you make a custom weird mode if you want it to be really important, or just use invokes and take compels when it’s relevant to the story. But if you want to play, say, a troll whose massive physical stature doesn’t mean much except when fate points are in play (e.g., you didn’t buy much Physique), that’s perfectly fine and right in keeping with how the Fate system works in general.

Remember that the Sixth World has a lot more “weird” modes that are actually pretty common, unlike the standard assumption for AR, so if you want access to ‘ware- or magic-based modes, don’t forget to mention it in your Concept aspect. This is particularly important because that allows the GM to model things like essence loss and drain (which don’t have very deep systems in this conversion) with compels if it makes a better story.

Adapting the Standard Skills

Shadowrobo uses the same standard skill list from AR.

Some of the weird modes will get weird skills to fully flesh out what you can do in Shadowrun, but, in particular, hacking falls mostly under the purview of standard skills. That is, you use Burglary to break through data security, Contacts to track down information online, Deceive to trick a system, and Stealth to get through it unnoticed.

The idea behind this is twofold. On the one hand, there’s very little security that isn’t electronic and networked, and even human observers have all kinds of electronic aids, so there are limited options for a burglary- or stealth-expert that can only get past purely physical security. On the other, there have been several generations growing up in the information age at this point in the setting, so it doesn’t really even make sense to think of “computers” as a separate discipline that some people are completely ignorant of. That is, your decker is probably well trained (as represented with focuses, specialties, aspects, and stunts) to be the best at solving computer problems, but any runner can do some basic computing in a pinch. If you want to make an old-school thief who’s hopeless at computers or a hacker that’s unprepared for a physical lock, represent that with an aspect and prepare to soak up the compels.

Other than computer-related skills, a lot of the skills are also used without much modification to represent magic and ‘ware. Since Fate is a results-based system, if you really want to differentiate the troll with a natural Physique, the adept with mystically augmented strength, and the samurai with built-in servos, do it with Stunts and Mega-Stunts.

Standard Modes

The standard modes in Shadowrobo are Soldier, Face, Thief, and Operator.

Soldier

Maybe you were actually part of the military before retiring to the shadows. Maybe you were a “soldier” in a gang, learning your trade on the streets. Maybe you moved to a martial-arts monastery and studied real hard for ten years or your family was wiped out by drug dealers and you swore yourself to revenge. Whatever the case, you have a strong baseline of physical and combat skills.

This has the same skills as AR’s Action mode (Athletics, Combat, Notice, Physique, Provoke, and Vehicles), and similar stunts are probably appropriate. It’s a good mode for anyone to grab some facility in combat, and often serves as an additional mode for samurais and adepts that want to be real badasses.

Face

There comes a time in the formation of every group of runners where they realize they’re going to have to find some burned corporate marketer or salesman or hit up their fixers for contact info for a quality grifter, because none of them can con their way out of a paper bag or talk a Johnson into paying a living wage. You’re the one they make talk to people.

This has the same skills as AR’s Banter mode (Contacts, Deceive, Empathy, Provoke, Rapport, and Will), and supports similar stunts. It’s the kind of mode where, if you have it, you’re probably going to put it pretty high, hoping that some of the other party members will at least have it as their Average mode. But they all left it off the sheet entirely because now they have you to do all the talking… so they can get better at shooting people.

Thief

Most crews pay lip service to getting in and out without it requiring a storm of bullets, a suitcase of explosives, and a busy day for the local coroner. In order to actually achieve those lofty goals, it helps to have members trained in the arts of thievery. Your skills are partly physical training, partly computer hacking, and all about getting paid without requiring a body count.

This has the same skills as AR’s Intrigue mode (Athletics, Burglary, Contacts, Deceive, Notice, and Stealth), and supports similar stunts. It’s the chassis on which to build a decker that actually goes into the building and most other flavors of ninja.

Operator

The more organized crews often realize that it’s worthwhile to have a member that stays in the van, providing surveillance and support from a more objective perspective (i.e., not getting shot at while making decisions). This individual often also fulfills the role of getaway driver, even without a control rig. Since the other members of the team tend to expect some kind of above-and-beyond for the greater safety, the operator also tends to be the one to do a lot of the initial footwork and setup for a job.

This mode is not reflected in AR, and has skills that cover a range of support options (Burglary, Contacts, Notice, Provoke, Rapport, Stealth, and Vehicles). Invent stunts in that vein. It’s often paired with Decker for a hacker that doesn’t come inside, with Rigger for obvious reasons, and for anyone else that wants to round out their support skills.