Fate Plus 3 Martial Arts PDF

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Martial Arts

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ISSUE 3 - YEAR 1 – 2016, SEPTEMBER

ENGLISH EDITION — 2017, JANUARY

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

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©Fate Plus by Fábio Silva. Fate Plus and its texts are licensed under
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That is: use it at ease, but give the credits :)

Read it here!

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EDITORIAL
Fate is a dynamic and intense system. Things are always moving. Is
a quieter game possible? Of course! But if you want action, you’ll
have a lot. Players and GM will have little time to breathe with
relief, especially with the flood of ideas in this edition.
It was difficult to think about what to do on the Martial Arts
theme, after all, I am not an adept, although I admire. However,
the versatility of Fate along with its simple and modular mechanics,
allows you to create content quickly and easily; even on things, we
do not quite understand!
In this edition, you will find various tips and pre-made ideas to
streamline your game when you want to spice things up with a bit
of combat. Ideas for extras, characters, and stories that will leave
everyone breathless! Enjoy.
Fábio Silva

INDEX
MARTIAL FATE ........................................................ 06

GROUPS AND FACTIONS ....................................... 13

COMBAT STYLE ....................................................... 23

MARTIAL ART AS AN EXTRA ................................ 30

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MARTIAL
FATE
INTENSE FIGHTS IN BREATHTAKING ADVENTURES

By Fábio Silva and Igor Henrique

Fate is a modular system, in which the GM can add or remove the


rules in any way he feels fit to reach the desirable experience. Also,
he can modify things for the sake of a good story. The system works
as a toolbox which allows hin to merge and separate ideas, with the
intent to simulate the adventures he desire.
For the frenzied action of martial films, here are some
modifications or ideas that you can use with your table to
improve the playing experience, creating interesting situations and
expanding the drama and energy of the adventure.

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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it’s important to note that there is a higher risk for the defender:
should they fail to defend themselves using an attack, they won’t
be able to use their success to subtract from the attacker’s amount,
then being inflicted the full amount as shifts (physical stress boxes).
Attacker obtained an amount with their attack
equal to 5, and the defender using an attack
obtained 3. As a result, the attacker was successful,
and the defender will be inflicted by 5 shifts.
That’s also the case if the attacker obtains a fail. They receive
full shifts from the attack deferred by the defender. In case a tie
happens, should the GM be considering the weapons to cause extra
shift (if you are using the extra shift weapon rule, present in chapter
11 from Fate Core), both characters get the shift from each other’s
weapon. If there is no weapon (or no extra shift weapon rule), the
attacker receives an boost.
Attacker obtained a result with their attack equal
to 5, using a long sword + 2. Defender using an
attack as defense obtained 5, using a dagger +1.
As a resolution, the attacker is inflicted 1 stress box
from the defender’s dagger, and the defender is
inflicted 2 stress boxes from the attacker’s sword.
This optional rule leaves a fight with more options than just
attack and defense, and provides a good mechanical support to the
story. It’s also possible, if preferable, to turn this little rule into a
stunt:
The Best Defense Is a Good Offense: you can use an Attack
action to defend yourself using the Fight skill. If successful, you
cause full shifts (the defender result drops to 0). The same goes to
you: in case of failure, you defend drops to 0. In other words, suffers
full shift as stress boxes. In the event of a tie, nothing happens, or
the extra stress from each weapon is applied.

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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.

INVOKING AND COMPELLING


ASPECTS
In addition to the bonus or rolling again, the GM also has the
option of allowing a player to invoke an aspect to perform a second
action, which is not equal to the first one and does not use the
same skill. So if the character attacked and hit using the Fight skill,
they could invoke an aspect to accomplish a second action, this
time one to Create Advantage or Overcome with some other skill
(maybe Athletics).
This allows the sequence of actions we see in some movies from
the genre, with the character striking the opponents while jumping
over a car and clings to a windowsill, to try and reach the wall
which happens to be too high (an Attack action followed by an
Overcome action and then Create Advantage).
Note that this greatly influences the fate point economy,
with players spending them to accomplish such actions. So, it’s
interesting to come up with a way to keep the points flowing, as
you’ll see more ahead.
The same applies when compelling aspects. Remember that
there are two ways of compelling things: compelling events, in

The GM may look for opportunities


to compel the world around
the players because things can
suddenly change

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which the world around the characters react to them (they are in
the wrong place and the wrong time), and compelling decisions,
where the choices of the characters complicate things. So, even in
the middle of the action, the player should say things like “what if
by jumping out of the window to the wall, it would be so old that
it would collapse...?” giving them a fate point.
The GM may look for opportunities to compel the world
around the players because things can suddenly change. They can
also find opportunities to compel the character’s aspects, perhaps
because they are recognized in an inconvenient moment. It is
interesting that the opponents themselves compell the aspects of
the environment against the players (“Aha! You didn’t expect me to
have a remote control that would shut the door, right?” or “well, I
know some people in this neighborhood. I think things are going
to get tough for you.”) This allows Fate Points to continue flowing,
especially if the players are short on points.

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.

COMPELLING ALL AROUND


For what we have seen so far, and for the Fate’s own premise, where
the characters can accomplish deeds worthy of the best action
films, it is important that the flowing of fate points is continuous.
This provides players with more opportunities to spend their points
with the most diverse goals.
For this, remember that an aspect does not need to be written
to be compelled. Often, in the excitement of the game, we don’t
realize how many aspects are scattered around. So, if everyone is on
a chase with gunfire, punches, kicks and parkour in an alley that
just appeared, the GM can make things harder by compelling what
appears at the time. Perhaps the neighborhood is problematic, and
the neighbors by the alley start throwing things, in the intention
of kicking them out, crates, grids and trashcans may appear on
the way, reducing space and hindering some maneuvers. Anyway,
find ways that can difficult the life of the characters, and give Fate

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An aspect does not need to be
written to be compelled. Often, in
the excitement of the game, we
don’t realize how many aspects are
scattered around
Point to them, so that they can use this points in the most amazing
scenes later.

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.
+

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GROUPS
AND FACTIONS
RIVALRY BETWEEN MARTIAL GROUPS

By Fábio Silva

It’s possible to create an adventure on rival groups – be it martial


arts clans, gangs taking part in some fight club, etc. To represent
this in a generic way, let’s call it a Group.
Each Group has three aspects, five approaches and a stunt that
can vary according to their own guidelines. These approaches work
the same way as it is presented in the Fate Accelerated, but they
may only be used when the group itself suffers a threat or when
players invoke the aspects of the group to which they belong.
During the character creation, players must decide whether they
are all part of a single group, defending a common interest together,
or if each will create their own group and if they’ll be allies or
rivals throughout the adventure. A Group creation takes only a few
minutes and can be done at the same time as the characters taking
advantage of the opportunity to relate the group to each persona
the players are creating. Representing the connection between
them through aspects is essential, as you will see.
Hélio Rodrigues is putting together an adventure
about martial gangs in the modern era, quite
like those Jackie Chan movies in the 90’s. Silas
Cardoso, Maxwell Tavares, Alexandre Nigre and
Geovane Gomes are the players and decide that
they will all be part of a group of martial artists
called The Shi Club, a team of specialists seeking
to fight crime.
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ASPECTS OF THE GROUP
Each group has three aspects that represent their ideals and flaws.
If all players decide to be a part of the same group, they should talk
about what each aspect represents and how it reflects both in the
group and their characters. Below a brief description of the kinds
of aspects and some examples.
Ideal: what is the goal of the group? What does it fight for and
what do its members believe in? Since many will give their lives for
it, it is interesting that the group represents something important
to its members, even if it may seem futile to the eyes of the people
that are not involved. Our ideals must be honorable; Our name
has to be respected; No matter by what means, we need to be the
greatest!
Trouble: what problems does the group face? Can also represent
some problem that is not implied (Are there traitors in the group!?)
or even persecution and rivalry. A group can have a trouble related
to one of its approaches, representing its low Moral, Resources,
etc. This may even be an interesting issue for the players to seek
resolution of. Of course, if a trouble is resolved or alleviated, another
may appear in its place. One ideal, different heads; Conflicting
philosophies.
Motivation: this aspect shows why members rely on the Group
or each other. Are they well known for their fraternity and support?
Are they people of their word? Note that this is not an aspect that
represents the motivation of a person or a few individuals, but the
group as a whole. We never turn our backs on our own; We are
honored, nothing else matters; We gotta to fight these bad guys!

If all players decide to be a part of the same


group, they should talk about what each
aspect represents and how it reflects both
in the group and their characters

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Silas and Alexandre find it interesting to use Our
name has to be respected as Ideal, taking into
account that incriminating rumors are being
spread over The Shi Club. As Trouble, Maxwell and
Geovane think it’s a good idea to use Conflicting
philosophies, because even though everyone
follows a same ideal, they think differently about
how finding the culprits and, more importantly,
how to punish them. The group, as suggested by
Hélio, decides to use We gotta to fight these
bad guys for motivation, because some are using
The Shi Group’s name for illicit practices.

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

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The group decides to allocate the values in a
way to create a group that is well known and
has enough allies and a considerable number
of members. They see themselves as a gang
that earns more and more space in the city and
region. Thus, they allocate Influence + 5, Morals
+ 4, Fearlessness + 3, Size + 2 and Resources +1.
Although they are poor and small, their deeds
mark the respect of the club four.

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.

ROLLING FOR THE GROUP


Whenever a challenge appears and the group or part of it can help
resolve it, the player may choose to use that in their favor. To do
this, all it takes is to invoke one of the groups aspects, explaining
how it applies to the issue and how the group can help resolving it.
When one of the players invokes an aspect of the group they can:
• Receive a +2 bonus on the current roll;
• Roll again;
• Use one of the Group’s Approaches in place of their
own Skill or Approach;

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• Activate a Group’s Feat (yes, you need to spend a fate
point, invoking an aspect of the group, to gain access
to one of the Feats).
It’s possible for one group to face another. Imagine this as a
great physical conflict (where both groups perform disputes of
Fearlessness or Morals), with each side rolling to drag each other’s
names down. The difference between the rolls is considered stress
that should be absorbed (see below).
Players should be encouraged to think of creative ways to use
group approaches to attack, defend, create advantages or overcome.
Someone can use Influence to defend themselves from an Attack
with Fearlessness, stating that some allies of their group have picked
the fight, trying to help.

THE GROUP STRESS


Each of the group’s approaches has stress boxes. The number of
boxes equals the value of the approach (i.e., they have at least one
stress box, no approach can get “zero” boxes).
The stress absorption rule is the
same presented in the Fate Core If the GM chooses a more
and Fate Accelerated books: the dynamic game, packed with
first box absorbs one stress, the action, with fate points and
second box absorbs two, the ceaseless actions everywhere (see
third absorbs three, etc. To heal article Martial Fate for more
the stress of the group, it takes tips), they could say, for example,
a roll to Overcome an adequate that whenever someone heals the
skill during a Recovery Scene group stress, that someone gains
(see more ahead). a fate point for each level of stress
If the stress of an approach that is healed. This will help
reaches the maximum and it provide the flowing of points
receives at least one more shift, that this playstyle demands.
check off all the stress boxes

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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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Alexandre wishes to reduce the blemish that was
caused to the Morals of the group, in the last
onslaught they made. The Shi Club has Morals +
4 and this will be the target number for the rolling.
Alexander decides to use Communication to try
to reduce rumors spreading about the events. If
successful, he checks off a stress box value equal
to the shifts it reaches in rolling.

INFLUENTIAL PEOPLE IN THE


GROUP
For each of the approaches, the GM defines a PC or NPC that
is responsible for such a characteristic. They can be a specialist,
spokesperson, Representative, Messenger, etc. It doesn’t matter,
whenever the person responsible for an approach is about perform
an action, they he or she have a free invocation by the scene when
they perform an action with the approach of the group of which
they are responsible.
This allows them to invoke the aspects of the group or activate
one of his feats, at least once per scene, without spending points.

INVOKING AND COMPELLING


ASPECTS OF THE GROUP
Besides the benefits presented above, players may want to invoke
an aspect because of its effect or in order to add some narrative
detail. They may be trapped and invoke the aspect of the group
to untrack their persecutors, intimidate them. They can invoke an
aspect to get information, assuming a network of contacts (acquire
information as if they had been successful on a roll), etc.
Compelling the group’s aspects against the characters is an
excellent option, to show them that the name they carry brings

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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.
+

THE SHI CLUB


Ideal: Our name has to be respected
Trouble: Conflicting philosophies
Motivation: We gotta to fight these bad guys

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).

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COMBAT
STYLE
BE AN EXPERT IN THE ARTS

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 two simplest ways to address any martial art in Fate is using
aspects or a skill and also stunts. Which way we’re going to use it
depends on the game pace we want. If there will be only one great
martial artist or a few — no more than two, perhaps — it may be
interesting to use aspects that represent the art of this individual.
However, if the idea is that there are several people capable of great
stunts and martial knowledge, then it is better to use the skills that
already exists and create stunts tree. The requirements, in both
cases, is to have an aspect that represents the character’s training
and at least one skill, to use for rolls.

USING SKILLS AND ASPECTS


In this case, the existing skill that fits best is Fight. It will take
several roles within the game, in addition to the basic attack and
defense, whether armed or not. For this game style, it is possible
to use Fight to defend from projectiles, like thrown melee weapons
or even arrows shot at the character. The GM can allow characters
who have a high Fight level to use it to Defend themselves, by
dodging, from firearms or even holding or striking bullets using
some sort of blade.
It’s also possible that a character throws a projectile that hit a
target, with a Shoot Attack. The range for that attack, in zones,
would be equal to their Physique level.
There are also several possibilities using Physique and Athletics.
Perhaps with a simple Overcome or Create Advantage roll, using
one of these skills, it is possible to run on walls or over water, jump
over large distances or fall from a considerable height without
getting injured.

The Fight skill will take several


roles within the game, in addition
to the basic attack and defense,
whether armed or not

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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.

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

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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generic way to walk on the walls or Athletics to perform amazing
acrobatics.
The martial artists are well acquainted to the moves and actions,
as well as the secrets of their art. In this case, each character can
have a different martial art specialization, creating an interesting
diversity and several unique styles. The moves and techniques are
represented through aspects and stunts.
To represent through aspects, the player can create a sentence
that includes a group of techniques or even represents their
specialization in the martial art that they are trained in, instead
of creating one aspect for each move individually, such as: The
technique of the swift fist or The assassin sword style. Whenever
the player invokes such aspect, they can describe in detail how the
character performs the action in an incredible and even supernatural
manner. These aspects show how incredible the character can be
and are used to reveal their mastery over their style’s techniques.
That is, the aspect does not represent just a side of that martial art,
but rather a knowledge group consisted of moves and experiences.
It’s up to the player to describe whenever something relevant enters
the scene. These aspects can be compelled against the player stating
that the opponent recognized the style or managed to predict the
movements of the character. Of course, a player can do the same as
compelling an aspect of one of their opponents.
Another way to work with the idea more closely is to create
stunts to represent the knowledge of the character on a martial
art. In this case, it is interesting to create stunts that represent each
technique or sequence of blows. To achieve this, the player can
use the rules of Stunts Family, on page 94 (both topic of Stacking
Effects and Branching Effects).
When trying to create something, it’s not necessary to stick to
the terms from any art; remember, it’s a game, and unless you want
a higher level of detail, just create the names for the techniques or
search for some moves on the Internet or in some reference book.
See the following example:

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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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The option to use stunts to represent the techniques, whether
they are real or invented, is an efficient and light way to create
content quickly. If it’s desirable to represent consecutive actions,
with multiple moves, in addition to being able to use the divide the
roll result between targets rule (Fate Core p. 206), you can create
stunts of grouped actions. See an example:
Spinning Strike (requires Frontal Kick): when you use the
frontal kick stunt, if successful, in addition to receiving + 2 in
Physique (and creating a situation aspect with a free invocation)
you throw your target as far as a distance zone or inflict a extra
physical stress box.
Kick Sequence (requires Leg Dance): when using the Leg
Dance stunt, in addition to the benefits of this stunt, you inflict a
physical stress box – or two, if successful with style.
Notice that it is possible to create cumulative effects, making
the character specialist in their fighting style, or even wide effects
which by being more powerful, has requirements. This is the most
comprehensive and dynamic way to create your own martial style
in detail.
+

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MARTIAL ART
AS AN EXTRA
EMBRACE ALL POSSIBILITIES

By Fábio Silva

Some Extras presented in Chapter 11 of Fate Core also work well


to emulate martial styles. Let’s see some ideas.

SUPER MARTIAL ART


In the super martial art, the character creates powerful specializations
for skills such as Fight (of course!), Athletics, Physique, Lore, etc.,
which represent some facet of its martial capability.
It works like stunts, with characters spending their initial stunts
to buy moves that provide bonuses on a roll, considers the moves
as a weapon, provide shifts bonuses, reaching extra distance zones
or creating exceptions to the rule.
Then, the GM should provide the players with some initial
stunts so they can buy their super martial art. Namely, the character
starts with the three free stunts and three refresh points (being able
to spend two to buy more stunts or improving the one already
purchased). He or she can provide some more stunts, depending
on the initial power level that the characters have. A good idea,
if the GM is not secure about how many stunts to provide, they
should consider 4 free initial stunts, with three initial refresh points
or, for more cinematic games, 5 or more free stunts.

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CAPOEIRA: ARMADA
Permissions: one aspect reflecting that you’ve been
trained in Capoeira, having the Fight skill.
Cost: 2 stunts
You attack, kicking with the outer side of the foot,
spinning 360º, hitting your opponent in full swing.
You get +2 in your Attack with Fight, and the kick is
considered a Weapon:2.

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.

EXTRA: MARTIAL SKILL


Permissions: One aspect reflecting that you’ve trained that martial art.
Cost: Skill level.
The Martial skill allows you to perform incredible maneuvers in or out
of combat.

OOvercome: use your martial art to overcome physical obstacles.


This can represent a long jump, walking on vertical surfaces or over
water. Also, it can be used to overcome obstacles with acrobatic
maneuvers, parkour and improvisation.

C Create Advantage: you use martial art to create advantageous


situations in your favor. This can be through moves, feints or maneuvers
that confuse or compromise your opponent’s physical and mental
balance, but can also be used to predict movements or identify a martial
style.

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).

When wishing for something


quicker, it’s enough create only
one or two stunts

You don’t have to create


something complicated,
especially when preparing a
simple game

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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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MARTIAL SCHOOLS
Another possibility is to create martial schools. Each game will
have its own requirements and needs, and it is good that the
group talks about what they want to try to address it in the best
possible way. In this case, each martial art receives the format of
an art school, which may be something literal — there are several
institutions with different teachings that, for some reason, are rivals
or allies among themselves — or just representative — schools as
knowledge fields, or philosophies and lifestyles that the characters
have decided to follow (in this case, there are no institutions to
which the characters are affiliated, but masters or smaller groups
that teach that art).

EXTRA: MARTIAL SCHOOLS


Permissions: none, because anyone can become
a member of a school, as long as they can join it, by
fulfilling their prerequisites.
Cost: Aspects (which connects the character to the
school), skill (school martial skill) and stunts (selected
from the chosen school).

During the creation of the character, the player is


affiliated to a school. Below we have an example of a
Krav Maga school. Use it as a base to create other ones
or help players create their own.

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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.

OOvercome: you use the Krav Maga skill whenever


you have restraining movement aspects, such as when
someone immobilizes you and can only be used against
other individuals.

C Create Advantage: Krav Maga can be used to


unbalance, disarm or immobilize opponents.

AAttack: use Krav Maga to cause physical stress


and consequences like twists, dislocations, fissures and
fractures on your target.

DDefend: you can defend yourself from physical


attacks performed against you, as long as they are melee
attacks.

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.

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Now, an example of martial school. It is simple to create one,
adding only one aspect called Goal, which represents the school’s
ideology — what they fight for. Each school provides benefits that
can be used without cost, according to the limitations. To use more
frequently benefits that were already spent, you need to invoke the
school’s Goal aspect. To use a benefit, it is not necessary to roll —
the player is considered to have succeeded in the action as if they
had obtained a shift, and they cannot invoke aspects or activate
stunts to improve it.

EXTRA: SCHOOL- DEADLY DEFENSE


Goal: Violence only as a last resort
Benefits:
• Once per scene you can enter defense mode and receive
a + 4 bonus on your next Defense action.
• Once per scene you can automatically Defend (with
no need for rolling) an attack against you or one of your
allies, if it is a melee attack and you (the attacker, you
and the target, if it’s not you) are in the same zone.

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.

EXTRA: CLASS- COMBATANT


Aspects: The master of the fists; Veteran of great
conflicts; My martial art is my life; I follow the footsteps
of the great master; Nothing a good fight can’t handle.

Skills: Fight (or martial skill) Great (+ 4); Athletics,


Physique and 1 other at your choice Good (+ 3); Shoot,
Provoke and 2 other at your choice Fair (+ 2); 4 skills at
your choice Average (+1).

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.

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