Fate Plus 3 Martial Arts PDF
Fate Plus 3 Martial Arts PDF
Fate Plus 3 Martial Arts PDF
Martial Arts
PARTNERS
POWERED BY
FÁBIO SILVA
CONCEPT — WRITING — LAYOUT
ELVIS SILVA
TRANSLATE
DEAN SPENCER
ART COVER
THANKS TO:
MANU FOR BEING WITH ME IN THIS MADNESS THAT IS WORKING
WITH RPG AND TO
LEONARDO PAIXÃO, MATHEUS FUNFAS, ALAIN VALCHERA,
PAULO GUERNNISTER, RAPHAEL LIMA, PETRAS FURTADO, FOR
ALL SUPPORT
Read it here!
The arts and the © 2017 layout belong to their respective authors and all rights to
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is based on Basic Fate and Fate Accelerated (found at http: //www.faterpg.com),
which are products of Evil Hat Productions, LLC, created and edited by Leonard
Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine,
Amanda Valentine, Fred Hicks and Rob Donoghue. and licensed under a Creative
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The FATE CORE font is © Evil Hat Productions, LLC and is being used under
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INDEX
MARTIAL FATE ........................................................ 06
OFFENSE AS DEFENSE
While watching some martial arts and action movies, it’s possible
to notice that in melee scenes, with or without weapons, frequently
some attacks are defended with another attack by the opponent,
enforcing the saying that the best defense is a good offense. That
is very basic for any individual, but this sort of action can also be
applied to a combat in Fate.
That’s very simple, all it takes is to consider that the target of
an attack will attempt to be quicker than the attacker, or simply
more strategic, by attacking another part of the attacker’s body
with hopes to destabilize them. Rule-wise both characters make an
attack roll, the winner being the one with the highest result. But
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Here’s a bonus stunt for you:
Subtle Defense: by failing a Defense throw against a melee
Attack, using an attack as defense, it’s possible to spend a Fate Point
to use that throw result to deduct the amount of shift received from
the attacker.
FATE POINTS
In game, the valuable Fate Points are the key to incredible scenes.
They give the narrative power to the players, allowing them to
participate more actively in a scene. However, the GM can find
other forms to use them, to make the game more intense.
• Healing Stress: in more intense game sessions, with
more lingering and persistent fighting, the player can
spend Fate Points to recover physical stress boxes. This
represents those moments in the movies where the
characters heat the body mid-fight to regain balance
and keep their minds focused. Each fate point spent
refreshes all the stress box that the character has taken.
It’s not possible to recover consequences that way,
however. Stress can still be recovered normally at the
end of the scene.
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• Extra action: as said before, the player can perform
an extra action when invoking a relevant aspect and
explaining how they would do that. In this case, an
alternative is, when succeeding with style, the player
can spend a Fate Point to swap their impulse for a
second action, under the same conditions – cannot
repeat action or skill.
• Invoking a consequence: you know those times when
the character uses pain in their favor for a final, and
sometimes fatal blow? The GM may allow the player
to invoke a consequence, receiving a bonus equal to
the level of said consequence, but on their next turn,
it aggravates by 1 level. If it’s a severe consequence
however, the character is removed from conflict,
but does not die – faints from extreme fatigue or is
somehow unable to carry on.
ADVENTURE STYLES
The best way to organize ideas for an adventure in Fate is by using
the Game Creation Worksheet that is available at the end of the
Fate Core System book. With it it’s possible to define the main
details that will provide the basis of the scenario, as well as scenes
and interesting NPCs.
The Current Issues should reflect local problems that have been
bothering for some time already and may require a lot of work
to be solved – probably a few sessions. In a game about gangs in
the current times Injustices and persecutions; A larger and more
influential group can take the time and resources of the characters.
If you like the style in classic movies, perhaps in a feudal era,
The emperor and his demonic army; The Shadow Claws bring
destruction to wherever they go can be interesting and create
problems for the players characters for several sessions.
Impending issues are usually minor things that can be resolved
even in a single session. Who is the vengeful wanderer?; Someone
causes concern for widows and orphans shows that it’s possible
create a problem that is solved in two or three scenes.
When the GM sets the Faces and Places – that is, a scene – it’s
a good idea that they evaluate how it helps to resolve the issue, or
pushes the plot forward. To do this, they can use a few words of
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the question itself to create a place or an NPC that can help with
the plot. In the example of The Shadow Claws bring destruction
to wherever they go there could be a person who suffered from
this destruction and who knows where their hideout is. There, we
already have an NPC with relevant information! Now, let’s put this
NPC in a place that can bring some problem to the characters –
they own a restaurant where leaders of different groups, factions
and families gather. This provides great opportunities to compelling
aspects – both from the characters and the scene – and create
intense moments.
Now, with a character
The GM can place and a location, the GM can
aspects with relevant create aspects for this NPC
along with some skills, or
information, which set whether they’re Nameless
lead to the next or Supporting, as shown on
scene pages 213 to 219 of Fate
Core. The same goes for the
location. The GM must think of aspects that might bring benefits
as well as problems to the characters. A bar owner with the aspect
I’m respected by the most dangerous ones or No fights in my
space! the GM can push the characters in case some folks start
frowning upon them (and of course, a good fight for a few fate
points, by compelling such aspects).
For the environment, aspects such as A bandit meeting;
Infamous faces and a hostile environment can provide a tense
atmosphere. Besides, the GM can place aspects with relevant
information, which lead to the next scene (They will attack the
docks!). All it takes is to repeat this process in two or three scenes,
remembering to do the best so that each scene or character included
in it can help resolve the scenario issues.
If you find a game in the “gang fight” style or “conflicts between
rival families” interesting, the next article might interest you a lot.
+
By Fábio Silva
GROUP APPROACHES
The approaches are as interesting as skills for this kind of thing,
because they are more comprehensive. They represent the way the
group deals with situations, and in general, the same situation can
be addressed in different ways.
Morals: this term may vary depending on the style of the
scenario. It represents the group’s honor and sense of unity and
duty. High Moral values indicate a strong and influential group,
known or feared by their actions and members – and even more by
their name or symbol. The members are united and willing to help
each other. Low values in morals indicate that the group is weak as
a fraternity or that it is not recognized for its actions among other
groups. It’s likely that its name or symbol is not feared and in some
cases, it might even be a laughingstock.
Size: Represents how many members (or even families) are
connected to the Group, through their name or symbol. A large
group can provide support whenever it is needed, but it is also large
enough for traitors to be born and demands a greater workforce to
organize. Also, larger groups are way harder to get shut down by
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their opponents.
Fearlessness: represents the group’s attack and defense force
and willingness; how many people are willing to fight and die by
the name or symbol and their ideals. It also represents the amount
and quality of the weapons available to members of the group.
The higher the value, the better the quality and availability of this
kind of equipment or their members’ availability. The smaller, the
greater the chances that someone of the group escapes during the
tension, or that the equipment is not so efficient.
Resources: groups shall not live on status alone, they need
resources in order to stay whole. This characteristic represents the
wealth and assets. The higher the level, the richer and more well
seen the group is – reflecting on its appearance as a whole; the
members clothing and their weapons, the buildings that host their
meetings, etc.
Influence: the reach of the group’s name or symbol. It represents
the contacts and allies. This does not indicate that other groups are
part of it or that they share its ideals, but that they respect it and
are willing to help and listen to proposals, if it doesn’t go against
their own ideals. High values indicate great respect even between
the hostile groups or at large distances. Low values indicate that
many do not like the group and it’s unlikely for them to cooperate
– perhaps they even have it as possible enemy.
Allocate the following values: Superb + 5, Great + 4, Good + 3,
Fair + 2, Average + 1. Focus on the strongest
Focus on the features you want in the group. For a group
that is recognized for its actions or for its
strongest name, you should invest the highest values
features you in Morals and Influence, but for a group
willing to give everything to each other, Size
want in the and Fearlessness are the priorities.
group
FEATS
The feats are the group’s “stunts”. They are stronger than a common
stunt and can be used either once per session or once per scene.
The group starts with one feat. Players get one more feat at every
major milestone. When creating new ideas, the focus should be
on making or solving interesting issues instead of just providing
bonuses. Below, some examples:
A GREAT LEADER
Once per session, players can win a conflict against nameless or
support NPCs, by using the name of their group or leader as a
threat or to send a message to the NPC’s leader. If a main NPC is in
the conflict, instead of beating the nameless or support NPCs (they
run away in fear), you can choose to inflict a moderate Mental
consequence on him or her (sometimes it’s enough to take them
out of combat if they’re already compromised).
AN ALLY ON EVERY CORNER
Once per scene, players can spend fate points to declare that there
are allies belonging to their Group in the vicinity willing to help –
these allies can be members of the group itself. Each point brings to
the scene a group of two nameless NPCs (you can use the templates
included in this edition). If all players invest a fate point each, one
support NPC will appear for every player that spent the point.
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THE SPIRIT OF THE GROUP
Once per scene the group can create the aspect United by the same
cause with a free invocation by the players character or ally on the
scene. This reflects the encouragement when everyone is engaged
in the same ideal.
WHATEVER WE NEED, IN OUR REACH
The group has a large amount of resources in secret (or that is only
eventually available to members), especially in at-risk situations.
Once per session the group can create the aspect Everyone has a
price with a free invocation by each player’s character or ally on the
scene.
WE HAVE A NAME
Once per scene players can use the influence of the group to get what
they want. A player spends a fate point and invokes one aspect of
the group that is relevant in the scene. Instead of using the group’s
approach or receiving + 2 on their roll, the player receives the level
of the group’s Influence as bonuses on their Create Advantage or
Overcome rolls.
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caused and reduce the total value of that approach by one; the
Group starts to waver before whatever is going on. The value can
only be recovered through the recovery scene (see below). After
that, the stress of the approach stays equal to its new value.
If at least three of the group approaches achieve a reduced value
at the same time, the group collapses and receives a consequence
(an aspect with a negative tendency) that reflects that condition.
Once with a consequence, if the group receives any stress shift,
then somehow, it leaves the game. This may mean that his members
no longer serve its purpose, that it is devastated by an adversary,
etc. No matter what means, the idea is that only memories and
stories will remain.
RECOVERY SCENE
A recovery scene cannot happen during a conflict. As soon as the
GM wants, any player can ask for a recovery scene. The player
declares which skill or approach they will use and which of the
group’s approaches they wish to recover. Then, it performs an
Overcome roll against a target number equal to the maximum level
of the Approach to be recover, before suffering the loss (to recover
the Morals of the group, a Communication or Contacts roll may
be necessary — or an appropriate approach to the action in FAE).
It’s also possible invoke an aspect of the group itself and receive
any of the benefits normally (i.e., you can even use a group’s
approach or Feat in your attempt to heal it).
If successful, the player checks off a number of stress boxes equal
to the number of shifts achieved by the roll. To recover from a
consequence, the player needs to achieve a number of shifts equal
to that consequence. If the result is a fail or a tie, the GM creates a
negative boost that could be compelled at any time. This shows the
character’s attempts at struggling to minimize the damage caused to
the group that they belong, but something can get out of control.
A recovery scene cannot be used to elevate the value of an
approach above the initial value.
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both responsibilities and consequences (as well as fate points).
The GM should put them in situations where being recognized or
belonging to a particular group may be frowned upon. Maybe they
enter a city location where they don’t know about their reputation
– or they have opponents there. They can be mistaken for someone
or simply ask questions to the wrong people or in the wrong place.
As a GM, find interesting ways to create drama and throw the
world in front of the players, and see where the story goes.
+
Approaches:
Size: + 2 Stress: 2
Morals: + 4 Stress: 4
Resources: + 1 Stress: 1
Fearlessness: + 3 Stress: 3
Influence: + 4 Stress: 4
FEAT
A great leader: once per session, players can win a
conflict against nameless or support NPCs, by using the
name of their group or leader as a threat or to send a
message to the NPC’s leader. If a main NPC is in the
conflict, instead of beating the nameless or support
NPCs (they run away in fear), you can choose to
inflict a moderate Mental consequence on him or her
(sometimes it’s enough to take them out of combat if
they’re already compromised).
By Fábio Silva
Each culture, throughout its history, has developed its own methods
of combat – individually or in mass. That is, it is not something that
we can tackle on some pages — it would require a comprehensive
book to tackle just a bit of some martial arts.
Besides, some people just want to have fun in a cinematic story,
with punches, kicks and amazing acrobatics. Perhaps you are a
specialist in some specific style — for being a fan or by practicing
some art. If so, you will see that it is not difficult to emulate your
knowledge by using the Fate rules to create versatile characters,
with the following tips.
If you’re a lay on this theme, don’t worry — just describe how
cool you want your move to be and you can create your own martial
art!
That being said, we will see how each player, with the help of
the group and the GM, can express their ideas and imagination in
their character sheet.
RUMBLE IN FATE
If you want a simple game session without much deepening, it’s
enough to follow the Fate Core rules using Fight — with some cool
stunts — or even aspects to describe specializations, techniques and
other details from the martial knowledge of the character – which
will be invoked during the conflict.
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It’s interesting to But let’s talk about
action with acrobatic
evaluate whether all moves, sequential blows
the characters will have and cinematic martial
these abilities or if only a art that is shown in
many movies. This style
few achieve such feats of conflict goes beyond
what is addressed by
reality — that is, by the Fight skill or the Quick approach. It’s so
dramatic that it changes the way the rules work — in fact, the way
the game works. People capable of these kinds of feats are above
the average of any other individual — that is, they are even more
amazing than the characters created with Fate!
Taking this into account, it’s interesting to evaluate whether all
the characters will have these abilities or if only a few achieve such
feats. If only some are art experts with incredible blows, the GM
should make sure that the other characters possess their own ways
to be in the holophotes.
The idea is that the characters can jump over great distances,
perform wall runs, catch a knife thrown at them in midair — and
throw it back! —, walk over water and fight several opponents
at the same time. Yes, it’s frantic. And to represent that in the
game, without going too deep into unnecessary details that will
only waste time, use aspects. Remember that a character’s aspects
indicate some trait of them that is always present, always active.
When a player decides to invoke an aspect, it shows that they want
to do something even more extraordinary.
So, as the GM allows a character to have the aspect Arachnid
steps, that character does not need to invoke that aspect to run
through the walls within a zone; not even a test would be required –
and if it does, the target number could be reduced as a consequence
of it possessing such a characteristic. When we add details like this
in our game — some amazing actions without many demands – we
create the climate of action we see in genre films.
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The GM can use the level of the skill as a parameter to define
these details. Determining the range in zones based on the level
is a great way to do this. As most of them require great focus and
physical effort, it might be interesting to use Physique as a standard
for defining this.
Lore can be used to create an advantage by trying to identify an
opponent’s combat style, creating aspects that represent a prediction
of their moves or even finding out one of their aspects that can be
used in the character’s favor.
If the player wishes to differentiate their combat style, the GM
can simply create an aspect that represents what martial art they
are trained in (Tae Kwon Do, Karate, Capoeira, Kung Fu, etc.)
Whenever relevant, whether during a conflict or exotic maneuvers,
the player may invoke that aspect, reflecting their extraordinary
capacity in their field. Some examples of aspects are: Tae Kwon
Do apprentice; I follow the footsteps of my Kung Fu master;
Capoeira is in my veins.
CREATING SPECIALIZATIONS
If martial arts are the game’s focus and the players and GM wish
to have really detailed characters, then specializing the skill is the
ideal. Characters who do not have a specialization on the Fight skill
will know how to fight, but not so intense or exotic — perhaps a
stylized street fight with improvised moves in a mix of instinct and
the moves from that cool movie. It is still possible to use Fight in a
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TAEKWONDO – KICKSTORM
Frontal Kick: you have a potent kick that can unbalance your
opponent. You receive + 2 in Physique when you create advantage,
performing a move that makes the enemy lose their balance or
lower their guard.
Blood flowing: once per scene, you perform fast movements
with your legs and arms, warming up the whole body. When you
do that, you spend your turn action, but you cause a Mild Physical
Consequence.
Leg Dance: you use one of your legs as an obstacle to the enemy.
When you succeed in a Defense action with Athletics, you get +1
on your next attack. When succeeding with style, you receive +2.
Swift legs (requires Leg Dance): when an enemy strikes you,
your quick movements can put your opponent in danger. If you
succeed in your defense, using Athletics, add a boost as Exposed
weakness or Low guard, with one free invocation, that everyone
can use against that enemy. If you succeed with style, add two
boosts (both with one free invocation).
Accurate kick (requires Frontal Kick): you move your legs so
quickly that it is sometimes difficult for your opponent to know
where the actual kick is. If you perform an attack and hit your
target, inflict stress as usual. If you fail or tie on the roll, you inflict
2 stress boxes anyway.
Light steps (requires Swift Legs): you move fast and lightly.
Your opponent seems to miss you easily and hit things around
them, hurting themselves. If successful in your Defense action with
Athletics, your opponent checks a physical stress box, if successful
with style, they check 2 stress boxes.
Stunning Strike (requires Light Steps): you strike your
opponent at various spots and that makes them lose their strength
and get dizzy. You put in them the situation aspect Restricted
movements with a free invocation, and they cannot use the martial
stunts they possess until they manage to remove that aspect (an
action of Overcome with target number equal to your success).
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MARTIAL ART
AS AN EXTRA
EMBRACE ALL POSSIBILITIES
By Fábio Silva
CAPOEIRA: DODGE
Permissions: one aspect reflecting that you’ve been
trained in Capoeira.
Cost: 2 stunts
You spin your body in the opposite direction to your
opponent’s strikes, in a smooth movement. Once per
scene you can choose to succeed in a Defense action,
after knowing the outcome of your opponent’s roll. If
you spend a fate point, you create a boost to your favor
with a free invocation.
CREATING A SKILL
In some campaigns, martial arts are something exotic, which only
few people practice. In that case, if a player is trained in any, they
know how to use an exclusive skill, which replaces Fight. Instead
of having a skill that everyone would have, they have Capoeira, or
Karate, or even Keysi, among others. Anyone who tries to perform
a martial action, whether an Attack, Defense or any other, and not
have the specific skill, should roll without any skills – that is, it
depending solely on the dices.
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Perhaps the GM may allow an exception stunt to the rule,
saying that an individual, who does not have the martial skill,
can use Athletics instead of a combat skill, to create advantage or
overcome. But that should always be a stunt and every kind of
action allowed by another skill must have a cost.
Below, follows a generic example of a martial skill. Try to know
some details of the martial art you intend to create for the character
and replace whatever is needed in the following example.
See that it opens possibilities for creating stunts and linked
stunts that can expand and specify the proposed style. That is, it is
possible that in addition to using this skill, you combine it with the
idea presented in the previous article, Combat Styles.
AAttack: you can use your martial skill to perform physical attacks
in the same zone you are in.
D Defend: you can use your martial skill to defend against physical
attacks in the same zone you are in.
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A MARTIAL ORGANIZATION
The GM can create an organization or family, depending on the
game style, which represents that martial knowledge and teaches its
techniques only to those who are part of its circle. It doesn’t have
to be something complicated, especially when preparing a simple
game. Because it is an organization, not all the skills apply in the
same way they are presented in Fate Core, so it’s recommended
to adjust according to the desirable experience. When wishing
for something quicker, it’s enough create only one or two stunts,
making it so that one represents the organization and is used only
by them and the other in which players can use in favor of their
characters.
For the character to be part of the organization in question, they
need to meet the costs, which is at least one aspect that creates a
connection between the character and the organization. Remember
that when creating a link with an organization, the character can be
recognized as a member, which can be a good thing (when invoking
aspects) or bad (the GM can represent this by compelling aspects).
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EXTRA: THE CLAN OF ASSASSINS
Permissions: None, it’s part of the game scenario
Costs: Some aspects, skill level and Stunts
This group belongs to the night vigilantes who intend to train their
members in the arts of defense and attack, to stop street crime. You’re
one of the leaders. Whenever you act against another group, you can
use the Skills listed here, instead of your character’s ones. This represents
the efforts of club members, trained stealth assassins, in acting in their
favor.
Aspects: Silent and sneaky in the night; Death follows us; Sharp
blades, impatient minds
Skills: Fight Great (+ 4); Stealth Good (+ 3); Shoot Fair (+ 2);
Provoke Average (+1).
Stunts:
The Word of the Blade: you can use Fight to defend yourself from
attacks with social skills (Contacts, Deceive, Empathy, Provoke and
Rapport), representing the efficiency of your assassin warriors in
maintaining the honorable status of the organization. Succeeding with
style in the Defense roll allows you to create a situational aspect that
represents the intimidation that your group causes with its assassins,
with a free invocation — besides a boost. Your shadow warriors appear
from the shadows to support you.
In the Shadows: if it is dark and your character possesses some
aspect of situation that represents a disadvantage (trapped, unarmed,
outnumbered, etc.) you receive + 2 in your defense roll against physical
attacks, representing members of your group who sneak in the shadows
and help you. If succeed with style, the tensions achieved are transformed
into physical stress against your opponent.
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EXTRA: SKILL-KRAV MAGA
This skill is used by the members of the Deadly Defense
school (see below) and should be purchased at any level
so that the character can be part of it.
Example of stunts:
Painful defense: when you succeed with style in a defense
action against a melee attack, you can spend a fate point
to transform your boost into a mild consequence.
Multiple fractures (requires Painful Defense): when
you use the painful defense stunt you can spend a fate
point to determine that your target will not be able to
absorb physical stress using their stress boxes in the next
round. This represents the lack of attention from the
target before the pain they’re experiencing.
Alert senses: you can easily predict the movements of
your opponent. Receives +2 in Krav Maga for actions to
Create Advantage.
A MARTIAL CLASS
If the group likes something where there are character “options”,
perhaps the class or job format is appealing. The GM should note
importance of ensuring that all participants have good choices for
their characters other than martial artists. It might be necessary to
create other classes or jobs, according to the group.
Creating a class is simple. Note that it is only a group of aspects,
skills and feats that serve as an example of how to structure a
character within that proposal. Some details are left blank, so the
player fills in the way they see fit.
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If a player wishes to take on a character class, they must choose
one of the suggested aspects or create something that has the same
meaning — that shows what their job is. Some skills already come
with pre-established values and should not change, unless with the
group consent. As for stunts, they are unique to class members and
can only be selected by them. If you’re not a member of the class,
don’t even think about choosing one.
Stunts:
Fearless: you can spend a fate point to be automatically
successful in an action to create advantage with Fight (or
martial skill), even if you have already failed a roll.
The Strength of Pain: when you receive physical stress,
you can spend a Fate point to receive this value as a
bonus in your next action.
Dodge: you get + 2 in your defense actions against
physical attacks, as long as you are in the same zone as
the target.