Do you mean one action/roll of fight or does this bonus continue throughout the entire scene. If it does continue throughout the entire scene, I would advise adding some limitations or a cost to this stunt, like a Fate point. Otherwise you would be getting a +7 bonus to basically all fight rolls. That's a little overpowered.
Sigurd was a simple man. He made his living as a bouncer at a club in Oslo while his wife took night classes and raised their young daughter. It wasn't an easy life by any stretch of the word but, it was one that Sigurd enjoyed immensely. Of course, that changed when he arrived home early one morning after his shift to find the apartment that he shared with his wife painted in her blood and that his young daughter was missing.
The police called it as a double homicide and began searching for the killer but, after two weeks with no evidence Sigurd lost his patience with the police and started searching on his own. He spent a year and a half integrating himself with the local criminal element as muscle for higher before he caught a hint about the murder and another six months before he found out why they had been killed. Apparently, a local cult had been taken over by a man Claiming to be a Priest of Fenrir and began preparations for a ritual with the intent of bringing the Wolf into this world. Sigurd tracked the Priest and his cult to a warehouse at the Drammen port with the axes of his family and a Pistol.
As it turns out his wife had been killed because she had fought back against the Cultist when they came to take her and their daughter, while his daughter was taken by the Head priest to use in a ritual. As Sigurd can attest to as he arrived just in time to see the Brutal ritual end and the Preist transform into some sort werewolf and begin devouring his followers. Sigurd, in a rage at the thought of the man that killed his entire family profiting from it, Charged the Man Beast with his family weapons in his hands, Rage in his heart, and Thoughts of joining his family dancing through his head.
An hour later and he was being held by his neck as the Beast Man lectured him on the stupidity of charging him. Both of his axes buried in it's back and him tired beyond belief. Just as the Wolf Finished his monologue, Sigurd drew his knife and shoved it up through the bottom of the werewolfs' mouth into the bottom of its skull killing it. As the Werwolfs body slowly cooled, Sigurd lay there next to it slowly bleeding out when Section 8 arrived he remembers agreeing to join before he blacked out. The next thing he knew he awoke in one of their infirmaries.
Fate Points: 3
Stress.
Physical
0/1 0/2 0/3 0/4
Mental
0/1 0/2 0/3
Consequences.
Mild (-2)
Moderate (-4)
Major (-6)
Skills:
Great (+4): Fight.
Good (+3): Investigate, Pyshiques.
Fair (+2): Athletics, Will, Notice.
Average (+1): Shoot, Stealth, Lore, Drive.
Aspects:
High Concept: The Berserker
Trouble Aspect: Criminal Background.
Character Aspects: Blunt Honesty, Unrelenting Hunter, Hair Trigger, Bawdy Humor.
Berzerker Rage: Ignore one Moderate wound until end of Encounter. Like the Wolf: when tracking an entity, add +3 to Investigate Blood Lust: Add +3 to Fight once per scene.
Any Suggestions? I'll admit to being a bit of a novice at the Fate System. Also any Issues with the Backstory?
@See my smile , question about Sigurd's stunt Blood Lust. When you say this,
Do you mean one action/roll of fight or does this bonus continue throughout the entire scene. If it does continue throughout the entire scene, I would advise adding some limitations or a cost to this stunt, like a Fate point. Otherwise you would be getting a +7 bonus to basically all fight rolls. That's a little overpowered.
The default bonus for a Stunt is +2 under limited circumstances. @Birthday is right in that the Stunt as written is problematic. However, spending a FATE point for a +2 bonus is a waste of a stunt, since you can do that anyway by invoking an Aspect. I'd suggest making the bonus situational, such as giving +2 on Fight rolls only after the character has taken at least one Consequence from physical damage. Which would mean you might actually voluntarily take a Consequence rather than soaking it with Stress. So the very valuable bonus is balanced by giving your enemies Aspects to invoke on you (but also means you can accept Compels for more FATE points).
In addition, Like The Wolf should probably give a +2 bonus, not +3. There's really no reason to depart from the default.
@See my smile , question about Sigurd's stunt Blood Lust. When you say this,
Do you mean one action/roll of fight or does this bonus continue throughout the entire scene. If it does continue throughout the entire scene, I would advise adding some limitations or a cost to this stunt, like a Fate point. Otherwise you would be getting a +7 bonus to basically all fight rolls. That's a little overpowered.
The default bonus for a Stunt is +2 under limited circumstances. @Birthday is right in that the Stunt as written is problematic. However, spending a FATE point for a +2 bonus is a waste of a stunt, since you can do that anyway by invoking an Aspect. I'd suggest making the bonus situational, such as giving +2 on Fight rolls only after the character has taken at least one Consequence from physical damage. Which would mean you might actually voluntarily take a Consequence rather than soaking it with Stress. So the very valuable bonus is balanced by giving your enemies Aspects to invoke on you (but also means you can accept Compels for more FATE points).
In addition, Like The Wolf should probably give a +2 bonus, not +3. There's really no reason to depart from the default.
Thank you, as I said I am a novice to the fate system, and I did intend for Blood Lust to be for just a fight but, I can see where that is confusing I'll make the changes.
{This one might be a bit too OP, so please let me know! I want something in this vain though: as the innocents around him get more scared, Jamie becomes more powerful. Kinda like a Boogeyman}
Rebellion Against Terror: depending on how much a local populace is afraid of an entity, Jamie gets bonuses. If a population is perturbed Jamie gains +1 to Will. If a population is scared, Jamie gains + 2 to Will and + 1 to shoot. If a population is terrified, add + 4 to Will, + 2 to shoot. These bonuses end when the entity is neutralized.
"I'll look at the Abyss for you, and I. Won't. Flinch"
@Tada Taro
The opening mentioned that some Section Nine agents have literally been bitten by werewolves, so I decided to take that idea and run with it. I tried to do something different from my usual characters this time. I hope this character isn't overpowered or Sueish, since I've never done a professional athlete character before.
Name: Veronica J. Price Age: 24 Appearance:
Backstory: Veronica Price is the daughter of Vincent Price, a wealthy former kickboxer who groomed his daughter to be his successor in the ring, Octagon, or whatever arena she chose. As they say, like father, like daughter, and as such Veronica took to her father's challenge with gusto, eventually getting a chance to compete in UFC. Her first bout was to take place in, for the first time in the sport's history, an outdoor arena. At night. While the full moon shone. Normally this would be all well and good aside from the occasional mosquito bite, except that her opponent happened to turn into a goddamn werewolf straight out of a cheesy horror flick and attack her! Keeping enough of her cool to know that getting bitten was absolutely not an option, she managed to keep her opponent's jaws at bay even as the security tried and failed to subdue the vicious creature. Nonetheless, she received a small nick on her left wrist as she grappled with the monster. And then, suddenly, the stadium roof began closing over the course of the struggle as sleeping gas was vented into the arena, knocking pretty much everyone out, including the werewolf. When she came to, she was told that she was now part of something called Section Nine (the Ghost in the Shell joke was not lost on her), whether she liked it or not. And on top of that, she now has to take regular doses of those pills they gave her, or under a full moon, she'll black out and wake somewhere random covered in blood. Nevertheless, with the drugs, she maintains control of herself while transformed despite her relatively…new turning. In time, she won't even need LYC-4…but she's nowhere close to there yet.
Fate Points: 3
Stress.
Physical
0/1 0/2 0/3 0/4
Mental
0/1 0/2 0/3 Consequences.
Mild (-2)
Moderate (-4)
Major (-6) Skills
Great (+4): Fight.
Good (+3): Athletics, Physique
Fair (+2): Will, Notice, Resources
Average (+1): Shoot, Empathy, Provoke, Rapport
Aspects.
High Concept: UFC Fighter Who's Been Turned into a Motherfucking Werewolf
Trouble Aspect: Being on TV and Top-Secret Government Operations Don't Mix, Werewolf Needs Drugs Badly, Werewolf Newbie
Character Aspects:
--> Big Eater
--> Never Gives Up
--> Stays off the Performance Enhancers
--> Slight of Build, Strong of Arm
--> Could Go Into Business if She Really Wanted To
Stunts. Megaton Punch: Spend one Fate Point to add +3 to Fight for a single action. Fancy Footwork: Once per scene, Veronica can use her Fight skill in place of Athletics to Defend. She must spend a Fate point to use this stunt twice in the same scene. Werewolf Transformation: When exposed to the light of a full moon, Veronica must transform into a werewolf, upon which she gains the following Super Powers, but all other stunts are locked off:
--> Basic Natural Weapon. Drawback: Only Good Up Close.
--> Basic Super Strength. Drawback: Has To Readjust Her Entire Fighting Style To Accomodate Lycanthropy
--> Basic Super Senses, Smell. Drawback: Has To Know What The Target Smells Like First
--> Theme: Super-Form
If it has been more than approximately 48 hours since she last took the S9-developed werewolf anti-berserk drug LYC-4, when this Stunt goes into effect, she obviously goes berserk and is under the GM's control as a hostile NPC until she is either subdued somehow, loses interest in the current situation and goes for easier prey, or the transformation wears off.
Basically, she managed to deflect the werewolf's jaws enough for its fangs to only penetrate maybe half an inch, but that was enough to transmit the virus.
Well, yes. She relies on drugs to mantain her sanity, sure, but she nonetheless can use the toilet like everyone else.
...I mean, I can tell you're joking, but if you read my backstory you can easily see that she's going to have human intelligence while transformed almost the entire game.
Don't worry. Chung is going to try to make Alex hook up with every woman they meet. Partly because Chung thinks Alex needs to get a life. And partly because it amuses him. And partly to convince himself that even someone like him can find happiness.
So you can completely ignore these attempts and it would change nothing.
I was going to do one but, the character I would have used would have been a bit, redundant personality wise with the cast we have. Now his thing was gonna be aliens and it was going to be a plasma sabers but, I ended up going with Sigurd over Charles.
Werewolf Transformation: When exposed to the light of a full moon, Veronica must transform into a werewolf, upon which she gains the following Super Powers, but all other stunts are locked off:
--> Basic Natural Weapon. Drawback: Only Good Up Close.
--> Basic Super Strength. Drawback: Has To Readjust Her Entire Fighting Style To Accomodate Lycanthropy
--> Basic Super Senses: Smell. Drawback: Has To Know What The Target Smells Like First
--> Theme: Super-Form
If it has been more than approximately 48 hours since she last took the S9-developed werewolf anti-berserk drug LYC-4, when this Stunt goes into effect, she obviously goes berserk and is under the GM's control as a hostile NPC until she is either subdued somehow, loses interest in the current situation and goes for easier prey, or the transformation wears off.
So I figured that the whole "Gains +3 to all werewolf-relevant skills" might be a bit overpowered despite the full Moon restriction (since it applies to Physique, Fight, Investigate, Provoke, and Athletics all at once), so I tentatively edited the Werewolf Transformation Stunt to the above as a possible nerf. However, werewolves do have more mythological abilities than just the three that the Stunt system allows for. Super Strength, Super Senses: Smell, and Natural Weapon covers most of them (aside from Super Speed/Agility, but they generally don't run fast enough or jump far enough to count as speedsters or acrobats, which is what the +2 bonus on Super Speed and Agility seems to indicate), but there's the problem of the werewolf's iconic weakness to silver. Most modern depictions have them as weak to silver and nigh-invulnerable to everything else. They shrug off bullets, laugh at stab wounds, and walk away from a 100MPH side-on collision with an eighteen-wheeler only slightly worse for wear. How is that supposed to be represented in Fate Core terms? Do you have a better way of representing werewolf powers than the Stunt I have above?