[Fate] Gunsmoke and Brimstone (Inactive)

Game Master kdtompos

Current Conflict Map
Table of Aspects

Game Aspects:
Sold My Soul
Laws Don't Apply Here

Rolling Fate: 4d3-8

Fate Core Cheat Sheet


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"Drawn Attention" works for me.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Fight(Defend): 4d3 - 8 + 2 ⇒ (3, 2, 3, 1) - 8 + 2 = 3

Serra manages to squirm and wriggle enough to keep them from doing too much damage initially, but eventually they overpower and begin to dig their claws into her skin...

I'll fill my -3 stress box and take a Moderate Consequence -but- I'm gonna let you complicate the situation instead of taking that consequence, using my bargain. :) I'm working off of the idea that the 'complication' scales with the consequence I get rid of. Thoughts?


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Muddy arms and bone fingers claw at Orland, trying to pull him down.

The man struggles back, using the Webley like a club to try to smash his way free.

oppose with fight: 4d3 - 8 + 1 ⇒ (2, 3, 2, 3) - 8 + 1 = 3

With a combination of pushing and pulling and hammering at his foes, Orland manages to stay on his feet.

I believe all I need to do is match your roll? Or do I need to to beat it? If I need to beat it, I will us a fate point for +2 to stay on my feet.


A tie is enough to prevent them from creating the advantage. However, they still get a boost out of it (temporary +2 that must be used in the immediate round or is lost)


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

Orland sees Serra get pulled under in a pile of bones and mud!

He bellows out in rage, and tries to shove some of the creatures out of the way, letting Serra have a chance to get back on her feet.

I want to use my Unnaturally Born Leader stunt to give Serra an advantage to get free of the mooks, and take the brunt of their attacks myself, so she can do her thing. Plus it fits with Orland's desire to help those in need regardless of personal cost

He booms out in his Sgt Major voice, used for commanding troops under fire Get back on your feet lass and behind me. I'll keep these things off if you can deal with your priest!

Unnaturally Born Leader:
: (special stunt)You take command not simply by natural talent, but because supernatural forces ordain it to be so. Once per scene, when you Create an Advantage that others may arguably utilize as well, the circumstances serendipitously (or unnaturally) shift further in your favor, granting two allies a boost in addition to the outcome of your Create Advantage (this boost can not be shared further).
*This occurs regardless of the outcome of your Create Advantage, so even if the Advantage fails and is used against you, you may designate two allies that each gain a boost.

Dice roll as necessary 4d3 - 8 + 4 ⇒ (3, 3, 2, 1) - 8 + 4 = 5 assuming I use Grit to make this happen (which I think applies, because I am trying to keep my troops in line, organize the line defense so others can take out the opposition)

does this make sense?


I think that makes sense, Orland. Passive obstacle here is only 2, so you create and advantage with 2 free invokes... you may call it whatever you think is appropriate. Furthermore, 2 of your allies (one of those presumably is Serra) gain a free boost as well!

Here's a compel then for you, Serra. Because you're only Six Feet from the Grave yourself, it would make sense that as you're buried momentarily here you commune with the demon at work. Regardless of how this turns out, he'll visit you in your dreams this evening. Is that worth the Medium Consequence?


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

I totally dig it. Let's do that. :)


Speed (Defend): 4d3 - 8 + 2 ⇒ (3, 1, 1, 2) - 8 + 2 = 1
I'm again not sure whether to add +2 for being chased. Also, how many invokes did I get from my advantage with the fire? I'll write something once I figure out whether I succeed, fail, or tie with this, but right now I'm having trouble understanding the rules and the situation.


The Disillusioned Sgt. Major of the Royal Scots Fusiliers; grit+4, menace +3, brains +3, shoot +2, resources +2, investigate +2, ride +1, survival +1, physique +1, fight +1

We can call the aspect leading from the front.

I think Serra and Huey should get the boosts, as the advantage is more in line with combat / fighting, and Amaziah is more in the talking / conning mode at the moment.


Huey, a chase would likely be a contest rather than a conflict, something where you're chasing someone down or vice versa, rather than a battle of sorts like this. As for your advantage, I judged it more as an overcome from your description (trying to remove the ritual fire). I may have misunderstood that though. An overcome removes an obstacle of sorts, but an advantage is something new. I'm fine ret-conning the story a bit if I misunderstood and you would rather create something new with it. In that case, the ritual fire would remain, however.
Does that help this make more sense? Where else could I better explain things?

Serra, you get plunged deep into the mud that surrounds this reservoir, joining the cadavers that infest it. To the others, you're merely knocked down to the earth beneath these conjured spirits; but to you, you're buried alive. That's when you sense it. It doesn't speak, but you know that it's here. That HE's here. And he notices you as well. Even as you come more to your senses, realizing that you're hardly in the tragic situation you feared, you have no doubt that this presence remains. It has something it wishes to say.

Orland, you're clearly right at home even in the midst of this turmoil. Your clear and commanding voice resonates loudly in this cavern, amidst the rattle and chime of the various fetishes. There's a bolstering atmosphere that it creates, and even these dire circumstances hardly seem as pressing as they did a moment ago.

I'll update the table image with all these new aspects!


I was under the impression that creating an advantage gave a free invoke, but from the rules it seems that even creating an advantage can change an aspect without a free invoke. I was just having trouble with the rules.
I'll use Orland's boost to reroll Defend, since a +2 wouldn't let me succeed anyway.

Speed (Defend): 3d4 - 8 + 2 ⇒ (2, 3, 3) - 8 + 2 = 2

Hearing Orland's encouragement, Huey manages to escape from the mud people, but they soon catch up with him and hold him in his place.

Fight (Overcome): 3d4 - 8 ⇒ (1, 2, 3) - 8 = -2

Huey continues to struggle with his attackers, but is unable to escape, and remains grappled.


+4: Investigate; +3: Charm, Grit; +2: Occult, Fight, Contacts; +1: Brawn, Speed, Brains, Resources

Fite (Boost) Attack: 4d3 - 8 + 2 + 2 ⇒ (2, 1, 1, 3) - 8 + 2 + 2 = 3

A moment of physical respite, replaced with a moment of fear mixed with curiosity, along with Orland's command leaves Serra struggling against the Mud men, pulling bodily against them in an attempt to slam them into one another. She was less interested in being free and more interested in thinning the herd.


Huey, I'm rerolling your defend and overcome, since you roll 4d3 instead of 3d4. It seems really counter-intuitive, since you never really use a 'd3' in real life; but we do so here because Fudge dice only have 3 possible outcomes.

Huey Speed (Defend): 4d3 - 8 + 2 ⇒ (1, 3, 1, 3) - 8 + 2 = 2
Huey Fight (Overcome): 4d3 - 8 ⇒ (1, 2, 1, 1) - 8 = -3

Dang. It didn't change the outcome, but it was worth a shot.


Fight (Defend): 4d3 - 8 + 2 ⇒ (3, 1, 1, 2) - 8 + 2 = 1

Serra, your thrashing assault doesn't break you free, but it does cause two of these earthen spirits to collide with incredible force as you flip it over yourself and into the other. The dull smack of wet soil rings in your ears, and several of the bones drop into the mud beside you as the spirit breaks apart.

"Well Ah'd love to give ya a sermon, Mr. Bienville, but now's really more of a time for a eulogy. If you really want to understand better, prehaps you should come to church on Sunday. I don't have the time to go into it all at the moment, however. I'm sure you undahstand." The father's focus remains solely on Amaziah, pacing backwards slowly toward the exit tunnel at his back.

Grit (Overcome): 4d3 - 8 + 4 ⇒ (3, 2, 1, 3) - 8 + 4 = 5

Father Lazarus is trying to overcome the Drawn Attention aspect. Amaziah has his focus, keeping him from vacating until it can be overcome.


Create Advantage (Speed): 4d3 - 8 + 3 ⇒ (1, 2, 3, 3) - 8 + 3 = 4

Huey tries to jump up to help, but has trouble getting out from under the grappling mud creature. He reaches for his gun in an attempt to shoot at the creature, despite the difficulty in doing so, hoping that once he is armed, the gun will make up for his poor physique.

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