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==Mechanical Summary of Fate Core==
  
 +
There are many resources for reference sheets to help people understand Fate Core.  I can recommend one that is arranged "thematically", from Reddit:
 +
 +
https://www.reddit.com/r/rpg/comments/17h3a2/a_mechanical_summary_of_fate_core/
 +
 +
Baroque Space Opera has an important difference:  '''Notice''' is not a Skill but is an Action which can be undertaken with a variety of personal or spaceship Skills.
 +
 +
 +
==Map Use==
 +
 +
For Fate maps, select a standard square-grid Scale like 1 unit = 5 feet. Select Diagonals to be measured in the "Euclidean" fashion. You may draw lines on the map to show a couple of Zones according to the Fate Core rules.
 +
 +
In our game, we prefer not to have lines drawn all over our lovely maps, but to let the Tokens move assuming they can move 20 feet for free in an Exchange (turn), using the Ruler tool with the Alt-key held down to figure out about where they can move.  This is our standard "Zone".  If clutter or conditions make movement tougher, we shorten the allowable movement per "Zone".  A player may make an Athletics roll for their character to move more than one Zone.
 +
 +
For spaceship maps, the scale can be made up of Zones which are about 10,000 miles or 10,000 km wide each, so units of 2500/square may be used if using a square-grid system.
 +
 +
==Skill Rolls==
 +
 +
Fate Core is not meant to be a rules-heavy game, but you may write a Macro in the following form for each personal or spaceship Skill in B.S.O. There are 22 personal Skills and 8 spaceship Skills.  (The basic macro is courtesy of Nick T.):
 +
 +
<pre>"Athletics"
 +
 +
@{selected|token_name} uses Athletics skill:
 +
/roll 4df+ @{selected|Athletics} + ?{Modifier?|0}</pre>
 +
 +
For spaceship skills, put a "+" in front of the Macro name so they will alphabetize first in the button panel.  Then when you click any Token, player or NPC, a set of buttons will appear at the top for each Skill, provided you have created a set of Attributes for each of the Skills on the character or spaceship's sheet.
 +
 +
Note that, if you use the offered Fate Core fillable Character Sheet, it will tend to introduce a lot of junk-boxes in the Attributes column filled with words. We just made a Blank Character in the Journal where those are moved to the bottom.  We move our 18 Skills, Fate Points and Refresh to the top of the Attributes column.  Then we recopy this sheet for every character, either PC or NPC.  Be sure to update the Attributes column when Skill levels change after a Milestone.
 +
 +
The roll will pause to ask for an optional Modifier (if you have a particular Aspect, Stunt or Boost good for +2 to a skill, for example.) Just click to skip that (default +0).
 +
 +
For these Macros check the box "Show as Token Action" and make them visible to "All Players".
 +
 +
For the system to work, this presumes you are using Tokens. We found we had to drag-and-drop the names of Characters with assigned Tokens onto any map we were using, even large-scale geographical maps, just in case someone has to figure out something with a roll. We lined up character and NPC Tokens on the edge of the map if we had to!
 +
 +
==Initiative System==
 +
 +
Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts), or compares Empathy Skills (when a Mental Conflict starts). That's it.
 +
However, in B.S.O. the initiative is a Fate Roll plus Tactics (for characters) or a Fate Roll plus Navigation (for spaceships). The first one with the highest initiative gets to pick the next character, PC or NPC, to act, and so on.  These will still be put up on the Turn Tracker, but the actual order will depend on the choices of the participants.  Again, the form of the macros are courtesy of Nick T.
 +
 +
<pre>"Initiative-Characters"
 +
 +
@{selected|token_name} rolls for randomized Physical Turn Order/roll 4df+ @{selected|Tactics}  + ?{Initiative Modifier?|0} &{tracker}</pre>
 +
 +
For Spaceships:
 +
 +
<pre>"+Initiative-Spaceships"
 +
 +
@{selected|token_name} rolls for randomized Spaceship Order
 +
/roll 4df+ @{selected|Navigation} + ?{Initiative Modifier?|0} &{tracker}</pre>
 +
 +
For both of these, check "Show as Token Action" and make the macro visible to "All Players".
 +
 +
==Numbered Dots for Stress Boxes==
 +
 +
For Pro users, there is an API script to produce numbered dots for Stress Boxes on your token.  It uses the colored dots from the Status Indicator Overlay.  You will also need to install the isGM API as well (to identify the GM for access). To get the API script, click "CODE: FateDots" in the API Script box on the right of this Wiki:
 +
 +
https://wiki.roll20.net/Script:Fate_Dots
 +
 +
Baroque Space Opera has highly variable Stress box patterns, not just 1-2, 1-2-3 or 1-2-3-4.  Characters may go to 2-3-4-5 and above, and various genetically enhanced NPCs and monsters may have patterns like 3-3-3 or 3-4-5 and so on.
 +
 +
[[Category:Guides]]

Revision as of 23:17, 17 February 2016

Contents

Mechanical Summary of Fate Core

There are many resources for reference sheets to help people understand Fate Core. I can recommend one that is arranged "thematically", from Reddit:

https://www.reddit.com/r/rpg/comments/17h3a2/a_mechanical_summary_of_fate_core/

Baroque Space Opera has an important difference: Notice is not a Skill but is an Action which can be undertaken with a variety of personal or spaceship Skills.


Map Use

For Fate maps, select a standard square-grid Scale like 1 unit = 5 feet. Select Diagonals to be measured in the "Euclidean" fashion. You may draw lines on the map to show a couple of Zones according to the Fate Core rules.

In our game, we prefer not to have lines drawn all over our lovely maps, but to let the Tokens move assuming they can move 20 feet for free in an Exchange (turn), using the Ruler tool with the Alt-key held down to figure out about where they can move. This is our standard "Zone". If clutter or conditions make movement tougher, we shorten the allowable movement per "Zone". A player may make an Athletics roll for their character to move more than one Zone.

For spaceship maps, the scale can be made up of Zones which are about 10,000 miles or 10,000 km wide each, so units of 2500/square may be used if using a square-grid system.

Skill Rolls

Fate Core is not meant to be a rules-heavy game, but you may write a Macro in the following form for each personal or spaceship Skill in B.S.O. There are 22 personal Skills and 8 spaceship Skills. (The basic macro is courtesy of Nick T.):

"Athletics"

@{selected|token_name} uses Athletics skill:
/roll 4df+ @{selected|Athletics} + ?{Modifier?|0}

For spaceship skills, put a "+" in front of the Macro name so they will alphabetize first in the button panel. Then when you click any Token, player or NPC, a set of buttons will appear at the top for each Skill, provided you have created a set of Attributes for each of the Skills on the character or spaceship's sheet.

Note that, if you use the offered Fate Core fillable Character Sheet, it will tend to introduce a lot of junk-boxes in the Attributes column filled with words. We just made a Blank Character in the Journal where those are moved to the bottom. We move our 18 Skills, Fate Points and Refresh to the top of the Attributes column. Then we recopy this sheet for every character, either PC or NPC. Be sure to update the Attributes column when Skill levels change after a Milestone.

The roll will pause to ask for an optional Modifier (if you have a particular Aspect, Stunt or Boost good for +2 to a skill, for example.) Just click to skip that (default +0).

For these Macros check the box "Show as Token Action" and make them visible to "All Players".

For the system to work, this presumes you are using Tokens. We found we had to drag-and-drop the names of Characters with assigned Tokens onto any map we were using, even large-scale geographical maps, just in case someone has to figure out something with a roll. We lined up character and NPC Tokens on the edge of the map if we had to!

Initiative System

Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts), or compares Empathy Skills (when a Mental Conflict starts). That's it. However, in B.S.O. the initiative is a Fate Roll plus Tactics (for characters) or a Fate Roll plus Navigation (for spaceships). The first one with the highest initiative gets to pick the next character, PC or NPC, to act, and so on. These will still be put up on the Turn Tracker, but the actual order will depend on the choices of the participants. Again, the form of the macros are courtesy of Nick T.

"Initiative-Characters"

@{selected|token_name} rolls for randomized Physical Turn Order/roll 4df+ @{selected|Tactics}  + ?{Initiative Modifier?|0} &{tracker}

For Spaceships:

"+Initiative-Spaceships"

@{selected|token_name} rolls for randomized Spaceship Order
/roll 4df+ @{selected|Navigation} + ?{Initiative Modifier?|0} &{tracker}

For both of these, check "Show as Token Action" and make the macro visible to "All Players".

Numbered Dots for Stress Boxes

For Pro users, there is an API script to produce numbered dots for Stress Boxes on your token. It uses the colored dots from the Status Indicator Overlay. You will also need to install the isGM API as well (to identify the GM for access). To get the API script, click "CODE: FateDots" in the API Script box on the right of this Wiki:

https://wiki.roll20.net/Script:Fate_Dots

Baroque Space Opera has highly variable Stress box patterns, not just 1-2, 1-2-3 or 1-2-3-4. Characters may go to 2-3-4-5 and above, and various genetically enhanced NPCs and monsters may have patterns like 3-3-3 or 3-4-5 and so on.

Subcategories

This category has only the following subcategory.