
Wandering GM Wastrel |

OK, first things first: if you’re the sort of player who lurves the grid-based tactical combat system and the thought of rolling to avoid the AoO, moving into a flanking position and then calculating your attack and damage bonuses based on the flank attack, your trait bonus, the cleric’s Bless spell, the wizard’s Haste spell, and so on and on and on... then Fate is really, really not for you. If, on the other hand, you are looking for something with more storytelling and with competent, proactive characters right from the start (and above all, where the rules don’t just allow for roleplay but actually require it) then this might be a game for you. I’ve set out a summary of the rules below and you can find the rules for Fate Condensed in this link.
I realise this is something of a wall-of-text but for comparison purposes do bear in mind that the PF2 rulebook is several hundred pages...
In Fate, character creation is roleplay. You don’t roll dice and you don’t assign point scores. The most important thing your character needs is five Aspects: a High Concept, a Trouble, and three free Aspects.
Your HIGH CONCEPT is about who your character is going to be: the bearer of the One Ring. The heir of Elendil in hiding. A powerful wizard, one of the Istari. A humble gardener at heart.
TROUBLE is about how your character gets drawn into bad situations. It should be more than “the Bad Guys want me dead.” That’s dull and we sort of take it for granted anyway. Your Trouble can be external (the One Ring wants to be found. People distrust me because I’m always bringing bad news) or an internal issue (the curse of Dragon-Sickness. Fool of a Took).
ASPECTS tell us a bit more about who/what your character is. They should therefore be tied in with your High Concept to some degree, or relate to one of the other PCs: a stone doomed to rolling. Seems foul, but feels fair. Don’t you leave him, they said – and I don’t mean to. I promised Boromir I would save his people. In competition with Legolas for who can kill more orcs – I intend to win! Aspects can change or be modified over the course of an adventure, so a reluctant adventurer who was Perpetually Out of His Depth might in time become someone who learns to Never Laugh at Live Dragons.
You use your High Concept/Aspects to gain bonuses in gameplay, by spending a Fate Point (we’ll get to those) and explaining how. You can either add +2 to a dice roll, re-roll the dice (you get to decide once you’ve seen the roll), or declare a story detail (aka world-building).
“Because I am the Heir Of Elendil – spends Fate Point – I am used to fighting the servants of the Enemy. I’m going to add +2 to this roll when I try to drive away the Ringwraiths.”
“Because I am the Bearer Of The One Ring – spends Fate Point – I understand what it does to people. I’m going to re-roll the dice to try and get a better result when I talk to Gollum. Hopefully I can get him on our side.”
“Because I am A Stone Doomed to Rolling – spends Fate Point – it makes sense that I have done a lot of travelling and I would know about Beorn and the best way to approach him.”
“Because I am A Humble Gardener at Heart – spends Fate Point – it makes sense that I would resist the lure of the One Ring’s power. There’s nothing I really want. I’m going to add +2 to the dice roll to defend against the whispers.”
You can “stack” aspects together to gain a higher bonus, by paying a Fate Point for each aspect you use.
“The Balrog is a serious opponent, but I’m not only a Mighty Wizard, One of the Istari… I’m also the Wielder of the Secret Flame of Anor, so – spends two Fate Points – I’m going to add +4 to this dice roll.”
The GM can use your Concept and Aspects – and especially your Trouble – against you, creating drama and giving you Fate Points.
“Because you are Associated With Ill-Tidings, it makes sense that when you get to Edoras the king’s adviser would call you Stormcrow and try to get you thrown out. Sucks to be you, but you gain a Fate Point.”
“Because the One Ring Wants To Be Found, it makes sense that the Black Riders would make a path straight to your door. Sucks to be you, but you gain a Fate Point.”
“Because you have the Curse Of Dragon Sickness, it makes sense that when the men and elves arrive and ask you to share Smaug’s treasure, you would refuse as rudely as possible. Sucks to be you, but you gain a Fate Point. Maybe one of the other PCs can try to fix things.”
“Because you are a Fool Of A Took, it makes sense that while the others are all talking you would decide to amuse yourself by dropping stones down the well. This goes wrong when you start to hear the slow, fateful sound of drums, drums in the deep. Sucks to be you, but you gain a Fate Point. Maybe throw yourself in next time?”
If you really hate what’s just been inflicted on you, you can always discuss it with the GM to try and find an interesting alternative. (By RAW, if you want to refuse it you have to pay a Fate Point but that’s a bit sucky. You are the captain of your soul, after all. You can just say “not today, thank you!” and hope that you don’t end up needing the Fate Point it would have given you.)
Beyond that, aspects are always true. If you have an aspect that says you’re a farmer, you know about growing crops and keeping livestock. If you have an aspect that says you’re a veteran warrior, then you don’t flinch from the prospect of combat and you know how to maintain your weapons. If you have an aspect that says you’re a tenured professor at Miskatonic University then there is a Miskatonic university in this game setting and you have a reasonably senior position there. If during an adventure you gain the situational aspect “Caught in a Web, Soon You’ll be Eaten” then you can’t do much until you’ve freed yourself from that web (situational aspects don’t replace your character’s starting aspects: they are applied and removed as things happen to you over the course of an adventure. “Prone” and “On Fire” are examples of situational aspects). If a cave has the aspect “Blacker Than the Darkest Night” then you won’t be able to see beyond the range of your torches or lanterns; and if it has the aspect “Shrouded in Magical Darkness” then maybe not even your torch will save you.
As discussed above, you spend Fate Points to invoke an aspect and get an advantage. Note that it doesn’t have to be one of your aspects! If there’s a situation aspect “Shadows Everywhere” then you can spend a Fate Point to use the shadows to your advantage. If you know that a troll is “Strong but Not Very Bright” you can spend a Fate Point to use that to your advantage.
You gain Fate Points by having aspects used against you. This can be your Trouble, as discussed above, but it can also be other aspects: if there’s a situation aspect “Shadows Everywhere” then the bad guys can use it too! The GM gets a certain number of free Fate Points in each scene but once they are spent the GM can still gain bonuses for NPCs by giving a Fate Point to each PC that’s affected.
So if the building is “On Fire” and the GM uses that to give an NPC +2 on their attack representing them using the smoke to hide their approach, that costs the GM a Fate Point. On the other hand, the GM might declare that because the building is On Fire, the entrance has just collapsed in a shower of sparks. You will have to get out some other way. Every PC in the building would gain a Fate Point because of this new complication.
(this is slightly different than by RAW because we’re playing PbP rather than using physical tokens which are easier to ‘set aside’ and collect once the scene is over. I’ve streamlined it to make it easier to work with for me.)
Because aspects are always true, they don’t always require a Fate Point. So an opponent with Superhuman Strength would need a Fate Point to use that aspect in an attack, but might not need a Fate Point to pull a door off its hinges. Likewise, if an opponent has the aspect Fire-breathing Bat-Winged Dragon then it can breathe fire and fly. And if it has the aspect I’m A Shark then it can swim and breathe underwater.
SKILLS do pretty much the same as in Pathfinder – they show how good your character is at something, on a level from “Great” (+4) to “Mediocre” (+0).
There are 17 skills, and you start with one at +4 (Great), two at +3 (Good), three at +2 (Fair), and four at +1 (Average).
APPROVED LORE: This covers knowledge you’re allowed to have. Identifying an alien and the best way to kill it. Knowledge of what the ritual inscribed in blood on that wall will do, not so much (see Heretical Lore below).
ATHLETICS: Running, jumping, kicking in a door, diving out the way of bolter fire.
DECEIVE: Remember that lies are an affront to the Emperor – but a very helpful tool in time of trouble.
FIGHT: close combat with fists, chainswords or whatever you have handy. You use Fight to defend against someone else’s melee attack.
GUNNERY: Use of heavy weapons and starship weapons.
HERETICAL LORE: The interesting but deeply forbidden stuff
INTIMIDATE: Getting stuff done.
LEADERSHIP: Small unit tactics fall under this skill.
PERCEPTION: In a time of deceit, seeing what is under one’s nose is a constant struggle.
PERSUADE: The soft option.
PILOTING: I am a leaf on the wind, wait no wrong genre.
SHOOT: More dakka. Pistols, rifles and other small arms.
STEALTH: Creeping around unseen and unheard.
SURVIVAL: If the environment isn’t trying to kill you, you have failed to understand the situation.
TECH: Making engines, computers and other things do what you want them to do.
TOUGHNESS: Your ability to shrug off cold, starvation and thirst and keep on going. If you have +1 or +2 here you get one extra phyisical stress box for 4 total. If you have +3 or +4 you get three extra stress boxes for 6 total.
ZEAL: Your ability to shrug off fear and attacks that would erode your faith. If you have +1 or +2 you get one additional mental stress box for 4 total. If you have +3 or +4 you get three extra stress boxes for 6 total.
(we’ll get to stress later)
Stunts represent something like feats, a special ability that modifies the rules in some way. Normally this applies a +2 to a skill in some conditions, or allows you to use one skill in place of another. Sometimes it allows you to do something that couldn’t otherwise be done, like see in the dark. These sorts of stunts will generally need a “permission” in the form of your concept or aspect: so if one of your aspects is that your character can use magic, then those stunts are available to you, and if one of your aspects is that you’re a dwarf or half-orc or similar, then you’d be able to take a stunt that a human PC wouldn’t have access to (like darkvision).
The ability a stunt gives you is generally limited to certain conditions: I can do X, provided that... I can do X, but only twice per adventuring phase. Some stunts are powerful enough that you have to pay a Fate point in order to use them.
“Because I’m a sneaking slippery villain, I can use Stealth instead of Fight to attack someone, provided that my opponent isn’t aware of my presence when the combat starts.”
“Because I once knew all the spells of elves and men, I get +2 to my roll when I use Arcana to Overcome an Obstacle, provided that the obstacle is magical in nature.”
“Because I’m wearing my uncle’s mithril shirt, I can pay a Fate Point to avoid all damage from a single attack, provided that the attack is one that could reasonably be stopped by armour.”
“Because elves have incredible coordination, twice per adventuring phase I can use Athletics to attempt some physical feat of agility that borders on the superhuman – run over deep snow, grab hold of a charging horse, run up the top of a Dire Elephant.”
You start with 3 stunts.
I’m sure you have questions!

Wandering GM Wastrel |

So with that out the way, let's get down to character creation.
You start the game as the retinue of a veteran Inquisitor, tasked with dealing with things that most of humanity is kept blissfully unaware of. Inquistors routinely requisition all sorts of people, so that bypasses the "how did we all meet" bit - you came to their attention and they decided to employ you. Whether you had a say in this or not is up to you :)

Wandering GM Wastrel |

Feel free to dot into the gameplay, but please don't post anything. I'm dropping you into the middle of things - a trick I learned from DMDM - so here's a little background.
A week prior to the events in gameplay, you were all recalled from the leave you'd been promised and were looking forward to. The Inquisitor (see below) informed you that all contact had been lost 7 or 8 weeks ago with the small mining colony of Tarquol VII. It's an insignificant planet, one of several hundred in the sector which exists solely to supply ore to the manufactoriums of the planet Armageddon. Contact with these places is temporarily lost all the time, and it's usually nothing. But this one got the Inquisitor's spidey senses tingling, for reasons they haven't yet shared with you.
So you linked up with the Yann Hall, which was put at the Inquisitor's disposal together with a platoon of Cadian shock troops. They are some of the finest that the Imperial Guard has to offer; their main role in this game is to make you look awesome by comparison. There are (were?) around thirty of them - we'll give them names etc as needed.
In addition to the mook platoon, there are a handful of potentially significant NPCs.
Lieutenant Orlos (aspects: My first command! I must prove myself; I've done this before, but only in training; and... one other that I have yet to make up) is a junior officer. Great things are expected of her though as she comes from a long line of distinguished commanders. By a weird twist of fate, the sort of coincidence that happens in reality but not in stories, she is very distantly related to the general that the Yann Hall is named after.
Commissar Trent (aspects: seen it all; I value no life - not even my own, and... one other that I have yet to make up) is something of an oddity. Their appearance on this mission is unusual: Commissars aren't usually attached to platoons, they operate on the regimental level. Other than that, he is your standard Commissar: never smiles, brooks nothing but obedience, and will have no hesitation in executing every last one of you if it will encourage the others to complete the mission.
Sergeant Paxton (aspects: winning is getting back alive; I run this platoon, and... one other that I have yet to make up) is a soldier's soldier. On the parade ground, nobody has more spit and polish. On the battlefield, nobody fights harder and hates the xenos, mutants and heretics more than he does. Off-duty, nobody drinks harder, wenches more or stays out later than he does.
The Inquisitor is largely up to you. I think it might be fun if each of you gives me an aspect that they have, based on your backstory and how you joined them. Suggestions for a name and appearance would also be taken into consideration.

Therenger |

Therenger here ("Faem" from GM Sarah's AiME game). I'm quickly falling in love with this system. Can you give us some hints about the specific setting that would guide character creation narratives? I know nothing about WH 40K beyond what I can read on the wiki and other online info. Any restrictions to race, concept, aspects, etc.? Cheers!

Wandering GM Wastrel |

Hi Therenger, I'm glad you are enthusiastic! I've never played this system before - we will see how it goes.
In terms of setting, being part of an Inquisitor's troubleshooting team gives you a LOT of leeway in what you want to play. You could be in the Emperor's service already, either an Imperial Guardsman or a Space Marine, or in one of the more sinister services such as a member of the Officio Assassinorum (no prizes for guessing what they do!).
Alternatively, you could have some skill that makes you invaluable. Maybe you have latent and/or unsanctioned psychic powers? Or is it just that you are the guy/gal with their ear to the ground who operates in the criminal underworld and gets results - which is all the Inquisition really cares about? In which case, maybe you weren't recruited so much as unwillingly drafted...
If you want something a bit different, Ratlings (think halflings but with added criminality) or Ogryns (like the name suggests, they're big and a bit dumb) would not be uncommon. Working for the Inquisition even gives you scope to cast the net much wider: it would certainly raise eyebrows, but the Eldar have been known to join forces to fight against Chaos (but make no mistake, mon-keigh, they are not your allies - much less your friends).
Hope this is helpful!

Sarah 'queen' B. |

Wow, that is a *graet* description of the gaem! I'm definitely interested.
I've never played 40K but my borther was very into the toy soldiers - if I jsut shout "death to heretics and aliens" I'm prsumably going to do ok? XD
Atlas and I were in a game taht had a similar grimdark feel to this one, I might bring that character back. She's a military scout and sniper, and I played her as basically like a Russion in the scorched earth battle/retreat from WW2. Would a character like that fit in here?

Tareth |

Hey all. Just tapping in to let you know I'm here. Having a busy day today, but will start contemplating PC concepts and aspects as well as diggin into a bit of the 40K fluff.
Are there significant game world events, locations, or other canon that we could use as inspiration (or should try to avoid)?

Therenger |

Alright, I have an idea for a high concept that involves an attaché for a Ta'u diplomat. My character is a human whose planetary government willingly submitted to the Ta'u, and he has been conscripted to the Auxiliary. There's something in his past that made him vulnerable to Agents of the Imperium, and he was turned and now serves as a double agent. Thoughts?

Tareth |

Wandering GM Wastrel |

Wow, that is a *graet* description of the gaem! I'm definitely interested.
I've never played 40K but my borther was very into the toy soldiers - if I jsut shout "death to heretics and aliens" I'm prsumably going to do ok? XD
They're "miniatures" rather than "toy soldiers" - but your battlecry is fine, although you can also call aliens "xenos"
Atlas and I were in a game taht had a similar grimdark feel to this one, I might bring that character back. She's a military scout and sniper, and I played her as basically like a Russion in the scorched earth battle/retreat from WW2. Would a character like that fit in here?
IIRC the Imperial Guard had a regiment called the Valhallan Ice Warriors who were loosely modeled on WW1/WW2 era Russian infantry - greatcoats and everything. That could definitely work.
Are there significant game world events, locations, or other canon that we could use as inspiration (or should try to avoid)?
No, have at it and feel free to manufacture your own which will then become canon!
Alright, I have an idea for a high concept that involves an attaché for a Ta'u diplomat. My character is a human whose planetary government willingly submitted to the Ta'u, and he has been conscripted to the Auxiliary. There's something in his past that made him vulnerable to Agents of the Imperium, and he was turned and now serves as a double agent. Thoughts?
I really like that idea, although - as the post I wrote in the gameplay thread hopefully shows - this is more of an action/adventure game than it is a political intrigue one. You're part of a roving squad of troubleshooters who work for an Imperial Inquisitor so trouble is never far away!

Karina Zayatevya |

Everything goes to hell as the Yann Hall slams into the thin atmosphere of Tarquol VII, the entire ship bucking like some primal stallion as the metal superstructure rips itself apart, with a shriek like that of a billion, billion lost souls. The screams of the merely flesh and blood passengers and crew are lost entirely.
WARNING. WARNING. CATASTROPHIC FAILURE. STRUCTURAL INTEGRITY LOST. INITIATE PROTOC
Everything goes black.
Wow. I haev to say that sounds more like the *end* of an adventure than the start, but it cretainly got my attention!
Karina "Katya" Zayatevya, reporting for duty. I'll have a think about aspects and so on and get backa to you.

Therenger |

Therenger wrote:Alright, I have an idea for a high concept that involves an attaché for a Ta'u diplomat. My character is a human whose planetary government willingly submitted to the Ta'u, and he has been conscripted to the Auxiliary. There's something in his past that made him vulnerable to Agents of the Imperium, and he was turned and now serves as a double agent. Thoughts?I really like that idea, although - as the post I wrote in the gameplay thread hopefully shows - this is more of an action/adventure game than it is a political intrigue one. You're part of a roving squad of troubleshooters who work for an Imperial Inquisitor so trouble is never far away!
Understood. I had this kinda cool backstory written but it was all political intrigue, cloak and dagger stuff. I'll switch it up to Space Marine.

Tareth |

I'm thinking I might go with something like an Explorator with a knack for surviving dangerous environments and a gift for repairing/creating things mechanical from a variety of scavenged parts.
His youth was spent clawing, fighting, and scraping by to survive the slums of a forge world. His curiosity and somewhat free thinking mind got him turned in by others and he barely escaped being 'recycled' by agreeing to risk his life seeking caches and knowledge among the most dangerous and chaos filled parts of space.
To the frustration of his superiors, so far he has survived. This despite more than one close call, the most recent being a nasty daemon that resulted in the bionic replacement of his left arm.
He continues to tinker and follow his mind's mechanical wanderings. Sometimes his creations work just right, sometimes they don't. Either way they never really last too long before breaking down, ripping themselves apart or otherwise failing. So far only his Tesseract Array Shield Generator installed on an old Marx VI Mining Bot resulted in any substantial property damage. Fortunately it wasn't ever traced back to him (as far as he knows) before he was able to jump passage to Armageddon. However, his assignment to the Inquisitor's retinue has him suspicious either one of his old rivals has caught up with him, or someone did figure out his was responsible for the bot that ransacked Baron Yusef's hunting lodge and his hidden library of ancient schematics.
FATE wise, I still need to come up with Aspects and allocate skills. +4 will be Tech, with Shoot, Survival, Lore, and I'm not sure what yet on the lower rungs.
Looks like we are coming up with our own Stunts as well, so I'll need to contemplate that a bit. I'm assuming special equipment (like a bionic arm) might be a Stunt?

Therenger |

I'm thinking I might go with something like an Explorator with a knack for surviving dangerous environments and a gift for repairing/creating things mechanical from a variety of scavenged parts.
You beat me to it. My character concept is a monk from a world that orbits in close proximity to its star, so the people are accustomed to extremes of heat and cold, thin atmosphere and barren landscapes. I'll go with close-combat fighting.
Skills
Great (+4)
Fight
Good (+3)
Toughness, Zeal
Fair (+2)
Perception, Survival, Athletics
Average (+1)
Intimidate, Leadership, Shoot, Stealth
Stunts
Law of the Fist: As a master at mixed martial arts, once per combat when I use Fight and succeed at a Defend action, I automatically Create an Advantage against that foe.
Ultimate Survivor: As a native of the dwarf planet Taros Prime, I get +2 to Survival, Toughness or Zeal rolls made to Overcome the physical and psychological obstacles of extreme environments.
And one more...
High concept, Trouble, and Aspects in the works...

Wandering GM Wastrel |

Understood. I had this kinda cool backstory written but it was all political intrigue, cloak and dagger stuff. I'll switch it up to Space Marine.
Sorry to do that to you - I want to be a "yes" GM but this is a very simple and straightforward action-based scenario rather than a longer AP-type module. If I/we decide we like the game system I'm totally up for running a more intrigue-based game!
I'm thinking I might go with something like an Explorator with a knack for surviving dangerous environments and a gift for repairing/creating things mechanical from a variety of scavenged parts.
His youth was spent clawing, fighting, and scraping by to survive the slums of a forge world. His curiosity and somewhat free thinking mind got him turned in by others and he barely escaped being 'recycled' by agreeing to risk his life seeking caches and knowledge among the most dangerous and chaos filled parts of space.
To the frustration of his superiors, so far he has survived. This despite more than one close call, the most recent being a nasty daemon that resulted in the bionic replacement of his left arm.
He continues to tinker and follow his mind's mechanical wanderings. Sometimes his creations work just right, sometimes they don't. Either way they never really last too long before breaking down, ripping themselves apart or otherwise failing. So far only his Tesseract Array Shield Generator installed on an old Marx VI Mining Bot resulted in any substantial property damage. Fortunately it wasn't ever traced back to him (as far as he knows) before he was able to jump passage to Armageddon. However, his assignment to the Inquisitor's retinue has him suspicious either one of his old rivals has caught up with him, or someone did figure out his was responsible for the bot that ransacked Baron Yusef's hunting lodge and his hidden library of ancient schematics.
FATE wise, I still need to come up with Aspects and allocate skills. +4 will be Tech, with Shoot, Survival, Lore, and I'm not sure what yet on the lower rungs.
Looks like we are coming up with our own Stunts as well, so I'll need to contemplate that a bit. I'm assuming special equipment (like a bionic arm) might be a Stunt?
I like that backstory, it works well.
Your bionic arm could either be an Aspect or a Stunt, depending on how you want it to work in the game.
Aspects are always true and you can always pay a Fate point to get that +2 to the roll, or a re-roll of the dice. They are the true dramatic turning points in the game, the "There's something you don't know: I'm not left-handed either!" moment. A bionic arm that's an Aspect will be something that's generally taken for granted, but comes into its own just when you really, really need it.
On the other hand, Aspects can always be used against you by the GM: giving you a Fate point but putting you into an unfortunate situation. So a bionic arm as an Aspect will always be slightly unreliable/temperamental.
Stunts, on the other hand, are generally situational. They give you a +2 to the roll in particular circumstances, or allow you to swap one skill for another in particular circumstances, or allow you to do something you otherwise couldn't (a jump-pack would fall into this category).
I guess now is the time to look at how those dice-rolls work. Another wall-of-text incoming (but - for context - try explaining the PF1 action economy to a newcomer).
When you want to use a skill, you roll a d4 minus d4 and add your skill roll to the result. there are 4 actions you can use it with. You said your character has Tech +4 so that's what I'll use as the example:
Tech roll: 4 + 1d4 - 1d4 ⇒ 4 + (4) - (1) = 7
Huh. That's literally the best possible result.
Overcome an obstacle
This is generally passive: the GM tells you what sort of difficulty you are up against (usually Fair (+2) but can be Good (+3), Great (+4), Superb (+5) or even more. Obstacles are things you have to get past, either a lock or an animated statue that's trying to crush you with its fists, or a trapped passageway that's firing darts at you as you run past. Something that you have to overcome, but can't fight, in other words.
If you fail, either (i) you don't get past the obstacle and something bad happens. If you're using Tech to bypass a lock, it remains locked and the alarm goes off - in the distance you hear the sound of guards moving towards you; or (ii) you get past the obstacle, but at a great cost: the click as the lock opens is echoed by the click of the guard's gun behind you: "Hands where I can see them."
If you tie, you succeed at a minor cost (the lock opens but it takes so long that you lose any advantage of surprise) or you get a partial success (the lock opens, but you spot an alarm mechanism that you're going to have to deactivate in order to open the door).
If you succeed, you get what you want. The lock gives way and you move on.
If you succeed with style (i.e. your roll is 3 more than you needed) then you get what you want with a bonus. Not only do you manage to get the lock open almost immediately, but you have enough experience of the mechanism that every other similar lock in the building will no longer be an obstacle to you.
In this case, a result of 7 would mean you succeed with style even against Great (+4) opposition. Impressive. Most impressive.
Create an Advantage
This action allows you to either gain a "free" invoke on an existing aspect (i.e. you don't have to use a Fate point in order to get the +2 to your roll); OR it allows you to place a new aspect on someone: throw sand in their face to give them the Temporarily Blinded aspect, knock them down to give them the Prone aspect, that sort of thing.
Note that the free invoke you get doesn't have to be used by you. This is hugely important and it's how you defeat the BBEG: the wizard gives them the Disarmed aspect by greasing the weapon out their hand, the rogue gives them the Flat-footed aspect by getting into a flanking position, and then the fighter uses both of those invokes to gain a +4 to their attack roll.
Remember that aspects are always true, so once you've created it, it sticks until something happens to get rid of it. You can therefore invoke it again by paying a Fate Point.
If you fail, you either don't create the aspect at all, or you create it but it's the GM who gets the free invoke (this may mean the aspect has to be re-written slightly). The rogue successfully moves into a flanking position, but takes a hit at +2 from the BBEG as he does so.
If you tie, you don't get an aspect but instead you get a Boost, which is a one-use bonus that gives +2 on the roll and then disappears. Instead of greasing the weapon out of the BBEG's hand, it is only a bit Slippery.
If you succeed, you either (i) gain 1 free invoke on an existing aspect; (ii) reveal a previously hidden aspect; or (iii) create a new aspect which can be invoked using Fate Points.
If you succeed with style (i.e. your roll is 3 more than you needed) you either (i) gain 2 free invokes on an existing aspect, automatically revealing it if it wasn't previously known; or (ii) create a new aspect with 1 free invoke.
Attack
You roll your skill against a target set by the opponent's skill: Fight vs Fight, or Shoot vs Athletics, or Intimidate vs Zeal. The opponent defends.
Defend
This is a reaction (to use Pathfinder terminology): an action you can take on your turn, any time you are attacked. You roll your defend skill (Fight vs Fight, Athletics vs Shoot, Zeal vs Intimidate) and compare the results.
If the attacker wins, they deal a number of hits equal to the number by which they succeeded on the roll. So an attack of 7 vs a defence of 5 would deal 2 hits. The defender has to absorb those hits using stress or consequences (we'll get to those) or be taken out of the fight.
If the attacker wins with style, they not only deal a number of hits equal to the number by which they succeeded on the roll, they also gain a Boost representing the success of the attack. An attack of 7 vs a defence of 4 would deal 3 hits of damage and gain a boost.
(Remember that anyone on your side can use a boost or a free invoke on an aspect, and they stack. But it works for the bad guys too!)
If the dice results in a tie, the attacker doesn't deal damage but they do gain a Boost. The shot bounces off the target's armour, but it Halts them in their tracks.
If the defender wins, the attack misses. Nothing happens.
If the defender wins with style (i.e. they beat the attacking roll by 3 or more) they gain a Boost to represent the attacker's failure. The shot misses and it gave away the attacker's position, making them Vulnerable to counter-attack.

Wandering GM Wastrel |

He continues to tinker and follow his mind's mechanical wanderings. Sometimes his creations work just right, sometimes they don't. Either way they never really last too long before breaking down, ripping themselves apart or otherwise failing. So far only his Tesseract Array Shield Generator installed on an old Marx VI Mining Bot resulted in any substantial property damage. Fortunately it wasn't ever traced back to him (as far as he knows) before he was able to jump passage to Armageddon. However, his assignment to the Inquisitor's retinue has him suspicious either one of his old rivals has caught up with him, or someone did figure out his was responsible for the bot that ransacked Baron Yusef's hunting lodge and his hidden library of ancient schematics.
It sounds to me as though your character's Trouble is something like Can't Leave Well Enough Alone (as an alternative, Can't Resist "Fixing" Things That Aren't Broken). In fact, I think the explosion on the Yann Hall was your fault.
If you agree, gain a Fate Point and tell me exactly what you were trying to do, and how it went so badly wrong :)

Wandering GM Wastrel |

Stunts
Law of the Fist: As a master at mixed martial arts, once per combat when I use Fight and succeed at a Defend action, I automatically Create an Advantage against that foe.Ultimate Survivor: As a native of the dwarf planet Taros Prime, I get +2 to Survival, Toughness or Zeal rolls made to Overcome the physical and psychological obstacles of extreme environments.
And one more...
High concept, Trouble, and Aspects in the works...
Ha. You've actually read the rules, and there I was typing out a summary.
Ultimate Survivor looks fine, perhaps a bit on the generous side in terms of the number of skills it gives a bonus to, but I'll allow it. You'll be right at home on Tarquol VII :)
For Law of the Fist, can I propose a minor re-write: As a master at mixed martial arts, once per combat when I use Fight and succeed at a Defend action, I automatically Create an Advantage gain a Boost against that foe.

Tareth |

Tareth wrote:He continues to tinker and follow his mind's mechanical wanderings. Sometimes his creations work just right, sometimes they don't. Either way they never really last too long before breaking down, ripping themselves apart or otherwise failing. So far only his Tesseract Array Shield Generator installed on an old Marx VI Mining Bot resulted in any substantial property damage. Fortunately it wasn't ever traced back to him (as far as he knows) before he was able to jump passage to Armageddon. However, his assignment to the Inquisitor's retinue has him suspicious either one of his old rivals has caught up with him, or someone did figure out his was responsible for the bot that ransacked Baron Yusef's hunting lodge and his hidden library of ancient schematics.It sounds to me as though your character's Trouble is something like Can't Leave Well Enough Alone (as an alternative, Can't Resist "Fixing" Things That Aren't Broken). In fact, I think the explosion on the Yann Hall was your fault.
If you agree, gain a Fate Point and tell me exactly what you were trying to do, and how it went so badly wrong :)
Ha! I'll take it. Once I get an actual alias put together I'll start working on what might have happened.

Therenger |

Therenger wrote:Stunts
Law of the Fist: As a master at mixed martial arts, once per combat when I use Fight and succeed at a Defend action, I automatically Create an Advantage against that foe.Ultimate Survivor: As a native of the dwarf planet Taros Prime, I get +2 to Survival, Toughness or Zeal rolls made to Overcome the physical and psychological obstacles of extreme environments.
And one more...
High concept, Trouble, and Aspects in the works...
Ha. You've actually read the rules, and there I was typing out a summary.
Ultimate Survivor looks fine, perhaps a bit on the generous side in terms of the number of skills it gives a bonus to, but I'll allow it. You'll be right at home on Tarquol VII :)
For Law of the Fist, can I propose a minor re-write: As a master at mixed martial arts, once per combat when I use Fight and succeed at a Defend action, I automatically
Create an Advantagegain a Boost against that foe.
Yes, thanks for the download links! There's still a lot about the system I don't understand but expect we'll quickly get the feel for it once we are rolling.

Ansgar Vormirin |

alias of Therenger here. I'll continue to flesh out this character over the weekend. I added my 3rd stunt:
Eyes of the Snake: Because I am from a race of subterranean tribal warriors, I have the ability to see in the infrared spectrum, and can see in total darkness.
I know I stole this idea from you, GM, and initially I had something different, but the more I thought about this character's homeworld the more I liked this stunt instead.
In case anyone is scratching their head for a Stunt, here's one you could use.
Nose for Trouble: Because I am from a race of [or whatever] warriors, I get +2 to Perception rolls to detect nearby enemies using Stealth.

Karina Zayatevya |

Lots to read! I haeve some thoughts on my character, posted below. Let me know what you think.
Katya grew up in the slums of an Imperial city. Army life was a luxurey by comparison and she jumped at the chance when the recruter came by. Her skills of surviving and her initiateive made her a natural to be put in the scout/sniper division, which suited her well. Every organisation has someone who's too useful to fire, so they get shunted somewhere. In the army, you get shunted to be a scout. It’s normally seen as punishemnt and the life expectancy is low. Katya loves it because it gives her opportunities for running around being awesome – turnign up unexpecdly to save the day, that sort of thing. She’s been known to list all the ways a foolhardy plan could go wrong, and then do it anyway.
She came to the attention of the Inquisotor after a bloody skirmish where she was one of the few survivors – she has a habit of walikng away wihtout a scratch from siutations that would kill most people. In typical fashion, she was both given a commendation for putting a daring shot between the eyes of an orc warboss *and* given a court-martial summons for abandoinng a position so that she could place the shot.
HIGH CONCEPT
Former Imperoial Guard Scout and Sniper
TROUBLE
Risk Taking Daredevil
ASPECTS
My Trophy, a Xeno Sniper Rifle
Am I That Good, Or Am I Just Lucky?
Unshakeably Loyal to Her Companions
STUNTS
Supprssing Fire Bcause I am a skilled sniper, I get +2 when creating an advantage with Shoot provided I am shooting at an enemy from a safe distance.
Child of the Slums Becuase I am used to scrounging stuff and making good with not very much. I get +2 overcome an obstacle with Survivial provided there’s a reasonale amount of suitaale material around that I can use.
Insane Reflfeexes Katya always shoots firtst. Regardless of initative, I get to go first in a combat.

Malakai Wainwright |

GM: Here are some stunt ideas for Malakai.
All-in-One Craftmaticus 2000: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Tech, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
Advanced Optical Replacement: Because of my cybernetic eye implant I get +2 to Perception rolls when attempting to Overcome adverse conditions like darkness, fog, or smoke.
Mark IIV Drone: By spending a Fate Point I can use my Tech skill to Attack an opponent if they are in the same zone as I am.
I'm wondering if the drone might be an Extra rather than a stunt, but I'm not sure. I'm thinking it would be interesting to make it something like a familiar that could be upgraded, etc. over time. And of course with an aspect or two, those could be Compelled.

Wandering GM Wastrel |

alias of Therenger here. I'll continue to flesh out this character over the weekend. I added my 3rd stunt:
Eyes of the Snake: Because I am from a race of subterranean tribal warriors, I have the ability to see in the infrared spectrum, and can see in total darkness.
I know I stole this idea from you, GM, and initially I had something different, but the more I thought about this character's homeworld the more I liked this stunt instead.
That's fine!
I have to admit though that your aspects and trouble aren't that clear to me. "Salvation is always beyond the next hill" is nicely poetic but I'm not sure how I can invoke it to use against you and give you those sweet, sweet Fate points that will make you more awesome. Do you mean your character Doesn't Know When to Quit? Or is it something else?
Likewise, I'm not sure how to draw on If We Stay Here, We Die Here or Let No One Die Alone.
With that said, I think Sergeant Paxton - a soldier's soldier and a tough survivor - and you are from the same mould, and likely the same planet. He went into the military and you went into a different path, but growing up he saved your life in that hostile place more than once.
If you agree, gain a Fate point and the Sergeant's final aspect will be Ansgar Would Be Dead If Not For Me. Feel free to write up (for now or a later reveal!) what exactly the incident was...
HIGH CONCEPT
Former Imperoial Guard Scout and Sniper
TROUBLE
Risk Taking Daredevil
ASPECTS
My Trophy, a Xeno Sniper Rifle
Am I That Good, Or Am I Just Lucky?
Unshakeably Loyal to Her Companions
Your stunts look good. I have a couple comments on your Aspects.
Firstly, I like the idea of your trophy being unsanctioned - xenos artefacts are routinely viewed with suspicion and anyone taking a trophy would need to be cautious about it, at least under normal circumstances. Taking it and flaunting it seems totally in keeping with your character's nature, though. In view of that and her general approach to (not) taking orders, I think you have definitely got on Commissar Trent's bad side. Not that Commissars have a good side, exactly, but you are definitely not where you want to be.
If you agree, gain a Fate point and Commissar Trent's final Aspect will be Trooper Zayatevya Must be Brought to Heel.
Secondly, I like the idea that she is questioning whether she is good/lucky. However in its present form it doesn't strike me as an Aspect that I can leverage against you. Can I propose an alternative: Am I Lucky, Or are the Ruinous Powers Watching Over Me? Let me know what you think!
GM: Here are some stunt ideas for Malakai.
All-in-One Craftmaticus 2000: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Tech, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
Advanced Optical Replacement: Because of my cybernetic eye implant I get +2 to Perception rolls when attempting to Overcome adverse conditions like darkness, fog, or smoke.
Mark IIV Drone: By spending a Fate Point I can use my Tech skill to Attack an opponent if they are in the same zone as I am.
I'm wondering if the drone might be an Extra rather than a stunt, but I'm not sure. I'm thinking it would be interesting to make it something like a familiar that could be upgraded, etc. over time. And of course with an aspect or two, those could be Compelled.
I would prefer to avoid Extras for now as it's one more rule to play with in a system that we are all just getting to grips with. I think however that your Stunt is a little harsh on you, especially as I've let Therenger take a more broadly applicable Stunt. I'm going to suggest that you get rid of the Fate point requirement and you can simply use Tech to make an Attack, provided that it's a reasonable attack for a drone to make (causing physical rather than mental stress, for example).

Malakai Wainwright |

I would prefer to avoid Extras for now as it's one more rule to play with in a system that we are all just getting to grips with. I think however that your Stunt is a little harsh on you, especially as I've let Therenger take a more broadly applicable Stunt. I'm going to suggest that you get rid of the Fate point requirement and you can simply use Tech to make an Attack, provided that it's a reasonable attack for a drone to make (causing physical rather than mental stress, for example).
No problem on the Extra. I can put that aside. Here is the reworked stunt:
Mark IIV Drone: Because I built an attack drone, I can use my Tech skill to Attack an opponent. This attack is limited to physical harm and effects.
Also, I've been tinkering with some aspects, here is what I have so far.
High Concept: Only Knowledge and Technology Can Truly Bring Chaos to Heel
Trouble: Can't Leave Well Enough Alone
Aspect: Survived the Forge World Slums of Rhodin IV
Aspect: Part Man, Part Machine
Aspect: If I Can't Fix It, It Can't Be Fixed

Malakai Wainwright |
1 person marked this as a favorite. |

GM: Here's a possible intro for what Malakai was doing right before things went so terribly, terribly wrong. If it doesn't fit or work for what you have in mind, then I can try something else.
”The Greenskins won’t know what hit them, eh Byt.” Malakai says to the little drone hovering over his right shoulder. The old storeroom just below the port cannon array was filled with cast off parts and the smell of ozone. There is just enough room in the dimly lit, cramped compartment for the thin human and his floating companion. A second, larger drone sits on a small workbench in front of the man. Perhaps half a meter long, the same again as wide and a handspan thick. It is a mishmash of thrown away parts and scraps. Symmetry and elegance are completely unknown to the device. It is all sharp angles, abrupt endings, and forced fittings. A frankendrone brought into being through the ingenuity and somewhat heretical mind of its creator. Adding to the things unsettling look are the hundreds of tiny, silvered runes etched onto every square inch of its exterior surface.
”Beep?” The little drone responds, a dose of skepticism and concern mixed into the one short, simple sound.
”Pfft. It’ll work and we’ll be heroes I tell you. A way to move individual personnel instantaneously through the immaterium. The Malakai matrix provides the power and the micro warp field generator should do the rest.”
”Beep.”
"I know. Malakai Matrix is a placeholder. We'll come up with something sufficiently snappy later." The man leans back and waves his metallic arm in the air. A small blob of solder flips from the tip of the pointed tool currently rotated into place where a human hand once existed. ”Just think if the marines were able to hop a few squads behind enemy lines whenever they wanted. Undetected. And then hop them back or to a new target. Ha! Filthy Orks wouldn’t know what to do with themselves.”
”Beep.” Even more skeptical.
The end of his arm whirs and a microdriver slips into place. He leans forward and starts tightening several screws on the outer panel of the large drone.
”I’m telling you I saw the images. That codex in the baron’s library was full of recordings. The ancients were able to generate small warp fields to move people from one place to another instantaneously. “
”Beep.”
”Of course it was real. Otherwise, why keep it locked away in a secret library. The old bastard just wanted to keep the profits and power for himself. He just didn't have the brains to actually develop the ideas.” He taps a few keys on his handheld computator and then unplugs it from the drone.
”Okay, first test. Let’s power it up.” He reaches out and flicks a series of switches on the big drone.
”Beep.” Warns the other as lights begin to flicker at various points along the larger drone’s ugly exterior. The soft hum of flowing power and smell of burning dust fills the tiny room. Sparks of power arch along the hundreds of silver runes creating a hypnotic display of light and energy.
”Excellent. You see Byt, I told you it would….”
”BOOOP!” The large drone exclaims in a fit of pure rage and chaos filled hatred before vanishing in a flash of light and warp field residue. Moments later the Yann Hall shudders violently and alarm klaxons erupt from everywhere. Malakai can only stare at the empty workbench, his one good eye filled with horror and panic as he futilely pounds the control matrix to try and recall his escaped monster.
”BeepBeepBeepBeep!” Is all the little drone has to say.

Wandering GM Wastrel |

That's great! I can work with that :)

Wandering GM Wastrel |

The Inquisitor is largely up to you. I think it might be fun if each of you gives me an aspect that they have, based on your backstory and how you joined them. Suggestions for a name and appearance would also be taken into consideration.
Any takers on this?

![]() |

Blargh. Apologies. Was at a Con this weekend and totally neglected my online presence.
I'll make up for it quite gladly taking the most tropy of tropes one could take. Space Marine.
I'll get the numbers in line but suffice Imma be all "Better crippled in body than corrupt in mind" this and "If a job´s worth doing it´s worth dying for" that and just a general Xeno-stomper in general.
Trouble: Can't decide what I hate worse, Xenos or Heretics. (Hahahaha...that's really funny...to me. =3)

![]() |

Now for a real Trouble: My hatred for Heretics burns like a thousand suns. Some say that my desire to crush all they touch is, itself, heretical.
Some thoughts on numberZ.
Fight or shoot, shoot or fight? Ansgar has 4 Fight so that makes me +4 Shoot.
"Now you are a Devastator, brother."
Actually, wait. By "Heavy Weapons" does that include anything man-portable? If so I should probably go Gunnary.
Mrrmph, Ansgar also has 3 at Toughness and Zeal. (Are you sure you're not a Space Marine?) I can't copy that so I'll take +3 Toughness and....+3 Perception. Cybernetic Auspex.
At 2 we need Fight, and Zeal, and Athletics, I guess.
1 we get Approved Lore ("Wait, is that Kill the Zeno and Burn the Heretic? Or the other way around?") and Survival, and Intimidation and Leadership. (I'd take Heretical Lore if it wasn't so very very heretical.)
Stunts:
1) Cybernetic Auspex: I can see in the dark.
2) Faith is my shield: I can spend a Fate Point to avoid all damage from a single attack.
3) Zeal is it's own excuse: Due to an all-consuming zeal to destroy the creatures that were once human or Astartes but are now slaves to Chaos, I get +2 to Shoot, Fight, or Gunnary to overcome obstacles set by Chaos agents.

Karina Zayatevya |

I realise I forgot to do my skills.
4 Stealth
3 Athletics, survival
2 Toughness, Will, Shoot
1 Fight, intimidate, perception, piloting
@GM - can I change my stunt from insane reflexes to cold sniper? I can use Stealth instead of Shoot if I give the target the In My Sights aspect. That means I'm dangerous but have to spend time setting up the shot.
I'm fine with your suggestions on the other aspects.

Malakai Wainwright |

Wandering GM Wastrel wrote:The Inquisitor is largely up to you. I think it might be fun if each of you gives me an aspect that they have, based on your backstory and how you joined them. Suggestions for a name and appearance would also be taken into consideration.Any takers on this?
Being from Armegeddon, the Inquisitor fought and vanquished a greater daemon, but not without cost. He suffered massive wounds that left him dependent on a variety of mechanical life support devices. Movement is by a wheel chair equipped with both life support as well as interrogation and other equipment most Inquisitors would need. Malakai was brought aboard to insure the Inquisitor's machines were maintained and functioned at peak performance. In reality, Malakai's superior in the Machine Cult, the Tech Priest, Malon de Haberville, has a grudge against both Malakai and the Inquisitor. Knowing Malakai's penchant for messing things up, de Haberville hopes the explorator's lack of discipline will result in the Inquisitor's death or at the very least get Malakai excommunicated and exterminated for heresy. And if neither of those outcomes are achieved he still has a potential spy on the Inquisitor's payroll.
Not sure how this might affect my Aspects. The "If I Can't Fix It, It Can't be Fixed" would fit for being the one to keep the Inquisitor's gear up and running. I'd be willing to change the Rhodin IV aspect. Maybe to something like "Pawn Caught Between the Inquisition and the Adeptus Mechanicus"

Wandering GM Wastrel |

@Attero: that looks like a good start to me. Gunnery is for vehicle-type weapons; shoot is for anything that's person-portable. I'm aware that a Space Marine's idea of what is portable is a little different from most people :)
You should probably have an Aspect that mentions your power armour, since that is a major thing that you have which none of the others do.
Your first two stunts look fine, but in relation to your third I would say that most obstacles are obstacles because you can't fight or shoot your way past them. If you could, it would be an Attack action rather than an Overcome an Obstacle action.
@Karina, your cold sniper stunt looks fine. I'm happy for you to swap that out.
@Malakai: that all sounds great. Maybe "A Pawn in the Game Between the Inquisition and the Adeptus Mechanicus" should be your High Concept.

Malakai Wainwright |

@Malakai: that all sounds great. Maybe "A Pawn in the Game Between the Inquisition and the Adeptus Mechanicus" should be your High Concept.
Cool. I like that better and I think surviving the slums might be more useful as an aspect in the long run. So I will keep that and update my High Concept. Change has been made on my sheet.

![]() |

You should probably have an Aspect that mentions your power armor, since that is a major thing that you have which none of the others do.
How about:
2) Faith (and my Mark VII Power Armor) is my shield.
=]
I got...some...ideas for my third:
3) They will be untouched by plague or disease, no sickness will blight them: +2 Toughness vs. disease or poison
3) They will have tactics, strategies and machines so that no foe can best them in battle: +2 Leadership when faced by agents of Chaos.
3) They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear: +2 to Zeal against Fear effects and Warp Corruption.
"Atlas, are you just going through The Emperor's description of Space Marines and coming up with something appropriate?"
"Um. Maybe...."

Wandering GM Wastrel |

That's fine, although I was talking about your character's aspects and I think you're talking about their stunts. Aspects are always true and always applicable (at the cost of a Fate Point) and they relate to things that define your PC. I think power armour is a significant enough thing that it should be an aspect, rather than a stunt.
(and if anyone is so much as thinking about making some sort of joke about "aspect warriors" then bear in mind that as GM I carry the official seal of the Exterminatus)

Wandering GM Wastrel |

That works - I think we are just waiting for Aterro to finish his build and then we can get going.
@Malakai: equipment is generally kind of hand-waved; special stuff (power armour, Karina's sniper rifle, Malakai's tech gizmos) is handled by aspects and stunts.

Malakai Wainwright |

@Malakai: equipment is generally kind of hand-waved; special stuff (power armour, Karina's sniper rifle, Malakai's tech gizmos) is handled by aspects and stunts.
That's what I thought, but wanted to make sure. :)

Wandering GM Wastrel |

No problem! There are some optional rules for equipment that let you e.g. assign damage ratings to weapons, reflecting the firepower differential between a heavy bolter and a laspistol, but I'm all for keeping things simple while we get to grips with the system as a whole.

![]() |

That's fine, although I was talking about your character's aspects and I think you're talking about their stunts. Aspects are always true and always applicable (at the cost of a Fate Point) and they relate to things that define your PC. I think power armour is a significant enough thing that it should be an aspect, rather than a stunt.
Ah! Apologies. I didn't catch the thing about Aspects, but only because I'm not that bright.
Aspect 1: "They will be of iron will and steely muscle."
Aspect 2: "In great armour shall I clad them." Mark VII Power Armor.
Aspect 3: "With the mightiest guns will they be armed." Bolter, Frags, Kraks, and little of everything else.
Then some Stunts have to be re-worked.
Stunt 2: "They will be untouched by plague or disease, no sickness will blight them." +2 Toughness vs. disease or poison
Stunt 3: "They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear." +2 to Zeal against Fear effects and Warp Corruption.

Wandering GM Wastrel |

That's fine, we're all getting to grips with a new system :)
Looks ok to me, I will get us started shortly.
In the meantime I have one aspect left to fill out, for lieutenant Orlos. She's out on her first command and I think she's seriously intimidated by Attero, the hulking veteran Space Marine. So her final aspect is going to be Attero Overshadows Me, Which Is Intolerable.
That's a negative aspect, so Attero gains a Fate Point.
Being from Armegeddon, the Inquisitor fought and vanquished a greater daemon, but not without cost. He suffered massive wounds that left him dependent on a variety of mechanical life support devices. Movement is by a wheel chair equipped with both life support as well as interrogation and other equipment most Inquisitors would need. Malakai was brought aboard to insure the Inquisitor's machines were maintained and functioned at peak performance. In reality, Malakai's superior in the Machine Cult, the Tech Priest, Malon de Haberville, has a grudge against both Malakai and the Inquisitor. Knowing Malakai's penchant for messing things up, de Haberville hopes the explorator's lack of discipline will result in the Inquisitor's death or at the very least get Malakai excommunicated and exterminated for heresy. And if neither of those outcomes are achieved he still has a potential spy on the Inquisitor's payroll.
I like this so we'll go with it. We'll call him Inquisitor Aldous, and he has the aspects Powered Wheelchair, Everything I Need is Right Here and My Voice Still Makes Demons Tremble.

Wandering GM Wastrel |

And we're off!
You all have 5 Fate Points so please don't be shy in spending them, I will be generous in handing them out.
In addition to the named NPCs, there are/were six squads of soldiers; who will survive, and what will be left of them, is largely up to how you do and what you prioritise.

Wandering GM Wastrel |

@Malakai: great post! I think what you're trying to do can work, and spending the Fate point for the story detail is fine. I think though that replacing that aspect with the other is more than one roll, so I'm going to say that this is a Challenge: a Tech roll (succeeded) to locate and isolate the power cells, an Athletics roll to remove them (escape pods are designed to be durable, which means they resist being taken apart) and a Toughness roll (to represent wiring your body up with a non-standard power source).
All rolls at Fair (+2) passive opposition.

Ansgar Vormirin |

GM, I kinda think all my aspects skew negative and could be compelled against me toward self-destruction. Even Utterly Fearless is not always a good thing. That is by design for rp but doesn't give me a lot to invoke on my behalf. Could I add an Aspect called "Lucky" to create balance and give me something positive to invoke? Or should I replace one of the current aspects?

Malakai Wainwright |

GM: Sounds good on the challenge. I'll try to work up the second post later today if I get time.
One quick question, I'm curious how you are handling Refresh? Since it is typically based on game 'sessions' and PbP doesn't really have those, what's the alternative? Something similar to a 5e long rest or beginning of a new 'chapter' in the gameplay? Just curious more than anything at this point.