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fabiocosta0305 authored Feb 6, 2018
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2 changes: 1 addition & 1 deletion docs/html/atomic-robo-SRD.html
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Expand Up @@ -124,7 +124,7 @@ <h2 id="custom-modes">Custom Modes</h2>
<p>We’ll unpack what all that means later on in this chapter, but for now here are some examples of custom modes.</p>
<ul>
<li><strong>Robot:</strong> You’re a mechanical artificial intelligence of some kind. Robo himself is the most obvious example, but that doesn’t mean he has to be the only one.</li>
<li><strong>Mutant:</strong> You’ve been altered by science into something more (or less) than human. </li>
<li><strong>Mutant:</strong> You’ve been altered by science into something more (or less) than human.</li>
<li><strong>Secret Agent:</strong> You’re an elite operative for a shadowy organization of one kind or another.</li>
<li><strong>Reporter:</strong> You’re a professional journalist of the investigative variety who relies on a sharp eye and sharper instincts to get to the bottom of things.</li>
</ul>
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4 changes: 2 additions & 2 deletions docs/html/fate-accelerated-SRD.html
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- Index cards or sticky notes or similar slips of paper.

- Tokens for fate points. These can be poker chips, beads, pennies, or anything similar. Get a handful—about 30 or 40.
</code></pre><p>Next, let’s talk about how to use Fate Accelerated to tell stories together. </p>
</code></pre><p>Next, let’s talk about how to use Fate Accelerated to tell stories together.</p>
<p> #&gt;Telling Stories Together</h1></p>
<p>So you’ve gathered your friends, your dice, and your index cards, and you’re ready to play Fate Accelerated Edition (we’ll call it FAE from now on). Time to tell some stories!</p>
<p> ##&gt;What Do You Mean, “Tell Stories”?</h2></p>
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<p>Stress: <span>OO</span>
<hr /></p>
<p><br /></p>
<p>Groups of Mooks: If you have a lot of low-level bad guys facing the PCs, you can make your job easier by treating them as a group—or maybe a few groups. Instead of tracking a dozen bad guys, you track three groups of four bad guys each. Each of these groups acts like a single character and has a set of stats just like a single mook would: </p>
<p>Groups of Mooks: If you have a lot of low-level bad guys facing the PCs, you can make your job easier by treating them as a group—or maybe a few groups. Instead of tracking a dozen bad guys, you track three groups of four bad guys each. Each of these groups acts like a single character and has a set of stats just like a single mook would:</p>
<pre><code> &lt;ol&gt;
- Choose a couple of things they’re skilled at. You might designate “ganging up” as one of the things the group is good at.

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361 changes: 361 additions & 0 deletions docs/html/fate-adversary-toolkit.html

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2 changes: 1 addition & 1 deletion docs/html/fate-core-SRD.html
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<br>Stress:3 physical boxes, 4 mental boxes
<br>Stunts:<li>Takes One to Know One. Use Deceive instead of Empathy to create an advantage in social situations.
</li><li>Feint Master. +2 to use Deceive to create an advantage in a physical conflict.
</li>- Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost. </p>
</li>- Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.</p>
<pre><code> ##&gt;PLAYING THE OPPOSITION&lt;/h2&gt;
</code></pre><p>Here are some tips for using the opposition characters you create in play.</p>
<pre><code> ###&gt;Right-sizing&lt;/h3&gt;
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3 changes: 3 additions & 0 deletions docs/html/fate-system-toolkit-SRD.html
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<p><b>Talk:</b> Contacts, Deceit, Empathy, Rapport, Will</p>
<p><b>Thievery:</b> Athletics, Burglary, Receit, Notice, Stealth</p>
<p><b>Woodcraft:</b> Atketics, Lore, Notice, Stealth, Survival</p>
</blockquote>
<p>&gt;</p>
<blockquote>
<p>Ben notices that Athletics shows up in three of the four, but it’s such a broadly applicable skill that he can’t imagine any of those modes doing without it, either. Besides, the tomb-robber PCs are going to need it.
<hr />
<br /></p>
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6 changes: 3 additions & 3 deletions docs/html/frontier-spirit.html
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Expand Up @@ -25,7 +25,7 @@ <h1 id="stunts">Stunts</h1>
<p>Your character can get two special stunts: <em>ritual</em> stunts and <em>high technology</em> stunts. Mediums always have at least one ritual, and may take a second as one of their two free stunts. If you have any non-mediums, they must have at least one high technology stunt.</p>
<h3 id="ritual">Ritual</h3>
<p>Every medium has at least one means of accessing the otherworld. You never need to roll to access the otherworld; whether or not you can is almost never an interesting question. Instead, you will use a ritual stunt.</p>
<p>A ritual stunt is either a <em>channeling</em> ritual or <em>projection</em> ritual. Each type grants a different means of accessing the otherworld, with different applications, so your group will want a mix. Each of your ritual stunts can be used once per session. </p>
<p>A ritual stunt is either a <em>channeling</em> ritual or <em>projection</em> ritual. Each type grants a different means of accessing the otherworld, with different applications, so your group will want a mix. Each of your ritual stunts can be used once per session.</p>
<ul>
<li><strong>Channeling</strong> lets you reach out to a spirit on the other side and allow it to contact the material world. It’s less risky than projection, but it’s also much more specific. You can only reach one spirit-facet with it per ritual, and you must be within the territory of the spirit whose facet you are attempting to reach. It’s most useful for making initial contact with a spirit or following up.</li>
<li><strong>Projection</strong> lets you and others who engage in the ritual with you journey through the otherworld with your minds. It’s potentially dangerous, and can result in permanent harm, but allows for longer and deeper engagement than channeling. You can spend hours immersed in the otherworld, seeking and speaking to facets of a spirit, and you can even travel short distances to the territories of neighboring spirits by descending into deeper layers of the otherworld and then traveling back up.</li>
Expand Down Expand Up @@ -58,7 +58,7 @@ <h3 id="high-technology">High Technology</h3>
<li><strong>No modern communication.</strong> Telecommunications infrastructure is slow, unreliable, and inconvenient. Most communities are dependent on a handful of overburdened satellites. Characters cannot have portable devices that permit real-time video or voice communication or remote information access from anywhere on the planet. Telecommunications devices must be local, stationary, or asynchronous—something that lets you leave a message rather than chatting, in essence.</li>
<li><strong>No teleportation.</strong> Beaming people or objects around trivializes any kind of travel or logistical obstacle. It’s a little bit too clean, and undercuts the local concerns and scale of the game. Teleporters might be a thing elsewhere, or they might not. Either way, they’re not viable on a new colony world.</li>
</ul>
<p>Write a stunt describing how your high technology helps you exercise your skills. Often this gives you a rules exception or a new action for a skill, but it could be a bonus. Your technology isn’t a panacea, though—it can only be used in certain situations. </p>
<p>Write a stunt describing how your high technology helps you exercise your skills. Often this gives you a rules exception or a new action for a skill, but it could be a bonus. Your technology isn’t a panacea, though—it can only be used in certain situations.</p>
<p>Your gear has an aspect as well, which can be invoked or compelled based on its normal function and limitations. You can give this aspect the same name as the stunt or embellish it a bit.</p>
<h4 id="examples-of-high-technology-stunts">Examples of High Technology Stunts</h4>
<p><strong>Ray Gun:</strong> Using your ray gun, you get +2 to Shoot attacks against targets at least one zone away.</p>
Expand Down Expand Up @@ -94,7 +94,7 @@ <h3 id="facets">Facets</h3>
<li><strong>Main facets</strong> are the deepest form of spirit that mediums are capable of interacting with. They rarely appear during episodes of immanence—they must be deliberately sought out. They inherit a wide swath of a spirit’s being, and consequently wield a great deal of power. Their forms are fantastic—giant animals, animate landscapes, and mythological beings.</li>
</ul>
<h4 id="facet-aspects">Facet Aspects</h4>
<p>A nameless facet gets one aspect, while supporting and main facets get more, as needed. Start writing aspects for your facet by picking from its parent spirit’s portfolio. No one facet should cover the spirit’s full portfolio. If you need more aspects for a facet, expand the spirit’s portfolio. Some facets have rewritten versions of their spirit’s portfolio aspects. These facets are usually injured, drifting away from their parent somehow, or play the role of devil’s advocate or antagonist, testing the spirit’s other facets. These aspects of the facet, like the spirit’s, are called portfolio aspects. </p>
<p>A nameless facet gets one aspect, while supporting and main facets get more, as needed. Start writing aspects for your facet by picking from its parent spirit’s portfolio. No one facet should cover the spirit’s full portfolio. If you need more aspects for a facet, expand the spirit’s portfolio. Some facets have rewritten versions of their spirit’s portfolio aspects. These facets are usually injured, drifting away from their parent somehow, or play the role of devil’s advocate or antagonist, testing the spirit’s other facets. These aspects of the facet, like the spirit’s, are called portfolio aspects.</p>
<p>Once you’ve got a facet’s portfolio aspects sorted out, write an additional aspect for it that distinguishes its role and nature.</p>
<p>Facets that share aspects of a spirit’s portfolio also share experiences with each other. This takes some time, and is unpredictable but inevitable. A facet’s power confers authority upon its experiences: Greater facets view isolated experiences of lesser ones as an ordinary person might view behavior during a night of drinking, celebration, or holiday—atypical and perhaps slightly embarrassing. Lesser facets treat the experiences and opinions of greater facets as definitive. Facets that don’t share aspects often seek each other out in the otherworld to gossip and share news, providing a “side channel” to the spirit’s main distribution of experiences.</p>
<p>To convince a spirit to stop causing trouble and to get the mediation to stick, mediums must often reach an accord with a few powerful facets or many, many weaker ones. The former is inevitably easier.</p>
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