Tuesday, April 30, 2013

Fate Accelerated Hack - PPV

The pre-release PDF of Fate Accelerated has been released to the backers. I've been busy with a few other projects, but this one just sort of came to me while working on Other Secret Stuff. I've been a wrestling fan for many years. I frequently buy the WWE games even if I don't watch the shows regularly anymore. The best wrestling RPG out there is Wild World Wrestling, aka the Know Your Role d20 RPG. This hack is inspired by that game, but it is definitely worth checking out on its own. Without further delay, it's time to step into the squared circle! Presenting PPV: Pro Wrestling rules for Fate Accelerated!


This hack may also be used for fighting games, boxing stories and Fight Club.





Aspects: Every wrestler has one aspect, their Gimmick: You gotta have a gimmick. It might be something realistic like Olympic Champion or MMA Expert. It could be something involving your look like Seven Foot Giant or Luchador Sin Igual. It could be your supposed non-wrestling occupation like Digger of Graves or Sadistic Dentist. Or it could be your antics outside the ring, like Jet Plane Flyin, Limousine Ridin, Kiss Stealin, Wheelin, Dealin Son of A Gun. (Yes, that's all one aspect. Woo!)

Beyond these aspects are more, but let's talk about feuds for a moment.

Each aspect beyond the first two represents a feud you've had with another wrestler. Feuds are the backbone of wrestling organizations. Some feuds are forgettable, but some are legendary. No matter what, your wrestler learned something from the feud, which is represented by a feud aspect.

Rather than make one single character, it's best to make 2-4 characters for each player, each with a different amount of feud aspects. This allows players more chances to be in a match on any given PPV night, and also allows for classic storylines to play out, like the rookie upsetting the legend, or the rivals trading a title in a series of classic matches. PPV can be played without a GM, or one player can step back and be the Booker, who adjudicates any rules issues. For added realism, a Booker can still create and control wrestlers, but don't be surprised if they go over more often...

Here's a rough guide to what each number of feuds represents in experience:

0 Feud Aspects: This wrestler is often called a jobber. They exist mainly to make their opponent look good. They are usually young wrestlers still green to the business or veterans who never got popular with the crowd. they rarely get on TV, but when they do, you know they are 99% sure to lose.

1 Feud Aspect: Wrestlers at this level are known as curtain jerkers. They have a bit of personality and a cult following among fans. They usually wrestle at the top of the show to get people excited. The wrestler may also be known as a jobber to the stars, since it is likely they will lose to anyone other than another curtain jerker.

2 Feud Aspects: These mid-carders are versatile. They have small, devoted fanbases and can be used to fight with wrestlers above, below or at this level. Often they hold secondary or tag titles to feud over.

3 Feud Aspects: Main eventers are the current starts of the federation. They wrestle at most PPVs, or at the end of televised cards. They are considered legitimate challengers for world titles. They have fans who buy T-shirts and chant their catchphrases.

4 Feud Aspects: These wrestlers are legends. When someone thinks of pro wrestling, they often picture a legend strutting down the aisle or laying out an opponent with a devastating finisher. The also may have had success in Hollywood or other areas outside the business.

Feud aspects can be catchphrases "Time to die, sucka!", signature maneuvers (The Floatover DDT),  lessons learned (Never Trust A Pretty Face) or current rivalries (That Bastard Stole My Title)


Approaches:

Characters in PPV use the following approaches in their matches.

High-Flying: Wrestlers using the ropes, doing flashy spins to avoid attacks, or jumping from high points onto their opponent use this approach.

Powerhouse: Wrestlers lifting their opponent above their head, showing off that an attack unfazed them, or smashing two opponents together use this approach.

Roughneck: Wrestlers trading blows with their opponent, battling back from defeat with a well timed kick, or hitting their oppenent with a steel chair use this opponent.

Savvy: Wrestlers cheating to win, making it to the ropes to break a hold, or distracting the referee use this approach.

Technical: Wrestlers chain wrestling their opponent, reversing a hold to their advantage, or focusing on an injured body part use this approach.

Wrestlers get a number of points based on their role in the federation. The maximum any wrestler can have in any approach is Superb (+5)

Jobber: 2 ranks
Curtain Jerker: 4 ranks
Mid-carder: 6 ranks
Main Eventer: 8 ranks
Legend: 10 ranks

Stunts:

Choose two stunts normally. Perhaps you are good on the mic and get a bonus when creating an advantage  in an interview. Perhaps you are very good at reversing technical holds. Perhaps you inflict extra stiff steel chair shots.

Every wrestler has a finishing maneuver: Describe yours. It could be the technical description, like The Spike Piledriver. It could be a gimmick related name, like The Boomstick. When you use your finisher, you get a free invoke on any consequences your opponent has, in addition the the normal stunt bonus. This is your third stunt.

Fate points and Heat:

Heat is your crowd backing. The more heat you have, the more the crowd cheers (or boos) what you do. Fate points represent this crowd support. The total amount of your Fate points is known as your Heat. In addition to the usual spends for a Fate point, like +2 or a reroll, you can spend Fate points on these Heat actions:

  • Run-in. To insert yourself into a scene, such as a match or a promo, spend a Fate point.
  • Booooriiiiing. To use the same approach on two rolls in a row, spend a Fate point.
  • With Authority. To hit an opponent with a finishing maneuver after the first time you've used it in a match, spend a Fate point. 
  • A Hope Spot. You may spend a Fate point to seize momentum before a roll. Your opponent may do the same.
  • Business Is Picking Up! To call for aid in a scene from another wrestler, give them a Fate point. They may refuse by spending a Fate point.
Each wrestler starts an event with Heat equal to half their aspects, rounded up.

Promos:

A lone wrestler talks about an opponent or rival. They roll an approach based on how their interview goes.
The difficulty for the roll equals the amount of aspects their opponent or rival has. Success gives them a Fate point.

Contests:

This covers anything where two wrestlers try to out do each other - duelling promos, a backstage brawl or a bodybuilding posedown. Each chooses an approach for the roll.

Whoever wins the contest gets a Fate point. Any aspects generated in a contest carry over for the rest of the card.

Matches:

Each match is a series of rolls. These rules don't simulate a blow-by-blow account of the match, but rather the big moves and turning points in the match. A match could be decided by one roll, or several. 

Each wrestler has three stress boxes as well as three consequence slots. There is one stress track. The first consequence slot remains until the end of a card. The second consequence remains until the next PPV, usually every three or four cards. The third consequence remains until the character changes their gimmick aspect. A character may only change their gimmick aspect after they've been in a number of PPV events equal to their feud aspects.

The match is governed by momentum. You can only inflict stress on an opponent when you have momentum. You keep momentum so long as you make successful rolls. Whoever has momentum chooses their approach first.  Momentum switches sides when a wrestler succeeds with style on a roll to defend. A wrestler may choose to give up momentum to make the opponent choose first. Rather than take momentum, a wrestler may choose to create an advantage if they succeed with style.

Starting momentum is determined by who has more heat. If there's a tie, each wrestler rolls their best approach. Whoever wins, starts with momentum and narrates how they got it..

When a wrestler is taken out, they lose the match.  

Stipulations:

Special matches, like a Steel Cage, Tag Team, or Ladder Match  are represented by situation aspects. 

Enough talk, let's go to the ring!

Tonight's main event:

"Paladin" Phil Delfino
Mid-Carder

Aspects:
Champion of the Streets
Quick to Anger
Vicious Fists

Approaches:
Roughneck: Fair (+2)
Technical: Fair (+2)
Powerhouse: Average (+1)
Savvy: Average (+1)

Heat: 2
Stunts:
Cheesesteak Chokeout: Once per match, Gain +2 on a Technical attack roll.

Because I am an Ex-Street Fighter, I gain +2 on Roughneck rolls to defend against Roughneck attacks.

Because I am a Man of the People, I gain +2 on Roughneck rolls when creating an advantage in an interview.

versus

Johnny Dice
Main Eventer

Aspects:
Vegas Royalty
Smooth Talker
Dirty Fighter
Sore Loser

Approaches:
Roughneck: Good (+3)
Technical: Average (+1)
Powerhouse: Average (+1)
Savvy: Good (+3)

Heat: 2
Stunts:
Snake Eyes: Once per session gain +2 on a Roughneck attack roll. 

Because I Taunt the crowd during my entrance, I break any ties to determine starting momentum.

Because I am an Escape Artist, I gain +2 on Powerhouse rolls to get out of submission holds.

Johnny starts with momentum. He elects to brawl with the Paladin. The Paladin is happy to oblige, since its one of his strengths

Johnny: 3 Roll: 0000 = Good (+3)
Phil: 2+stunt = 4 Roll: ++-0 = Superb (+5). He invokes Champion of the Streets for +2 for a total of Epic (+7). Rather than take momentum, he chooses to create an advantage - Crowd Chants "Paladin".

Johnny describes himself as taking control of the match, punching and kicking Paladin around the ring. He puts the Paladin in a submission hold to slow things down, using Technical. Paladin tries to break the old by getting to the ropes using Savvy.

Johnny: 1 Roll: +-+- = Average (+1)
Phil: 1 Roll: +-+- = Average (+1) A tie. Johnny takes a boost, with Wrenched Shoulder as his boost aspect.

Phil gets to the ropes but his shoulder is clearly bothering him. Johnny decides to target the sore shoulder using Savvy while Phil uses his time on the streets to shrug off the damage using Roughneck. The Booker offers him a compel if the boost becomes a full aspect "Old Shoulder Injury" from his Quick to Anger aspect. (He hurt it in a match against Lennon Fyodovsky). Phil accepts, though Johnny still gets a free invoke this time.

Johnny: 3+2 Roll +-+- = Great (+5)
Phil: 2 Roll 0--- = Poor (-1)

That is six stress coming at Phil! He elects to take a mild consequence, Old Shoulder Injury , and colors in the second stress box. Johnny describes how he targets the bad shoulder with strikes, elbow drops and finally drapes it over the side of the ring, yanking it as he drops off the apron! Phil screams in agony and Dice slides back in for a roll-up. 1...2...NO!

The GM compels Johnny's Sore Loser aspect. If he takes a fate point, he loses momentum while he argues with the referee. Johnny accepts!

Paladin makes the most of it, coming at Johnny with his Technical. He even declares he's using his finisher, the Cheesesteak Chokeout! and his free invoke on the crowd chanting his name. Johnny uses his Escape Artist stunt to defend with his Powerhouse

Paladin: 2+2+2. Roll: --00. Spends fate on Champion of the people to reroll. +++- = Legendary (+9)
Johnny:1+2 Roll: ++-0. Spends a point on Dirty Player for+2 = Epic (+6) 

Johnny is surprised by Paladin's desperate move. He takes a 3rd stress marker. Paladin described how Johnny smashes him into the turnbuckles but he just...won't... let go of the hold. Because he succeeded with style, Paladin created "Chokeout Locked In!".

Paladin switches to Roughneck, alternating between rabbit punches and the chokeout hold. Johnny falls back on his savvy, saying he makes a desperate attempt to fall out of the ring to break the hold.

Paladin: 3+2 Roll: +-00. Roll = Great (+5)
Johnny: 3 roll: +000. He spends two points on the Old Shoulder Injury and Dirty Fighter to bring it up to +8. He is out of points.

The two wrestlers tumble over the side of the rope, still locked in the hold. Paladin lands on his bad shoulder. Johnny rolls back in, happy with a count out victory. but Paladin crawls back in at 9.

Johnny calls for Snake Eyes using Roughneck. Phil defends with Technical, trying to roll through into a pin.

Johnny:3+2 Roll: 00+0 Roll: (+6)
Paladin: 2 Roll: 00-0 Roll : Average (+1)

Johnny does 5 stress to Paladin. the only way Phil stays in the match is taking a severe consequence. He doesn't want to, so he does the job and takes the three count.