- Exchange: time for everyone to get a turn
- Scene: time to resolve a situation
- Session: a single sitting
- For MUSH purposes, this is commonly a RP scene
- Scenario: an episode
- On Inheritance Gambit, this equates to a week
- Arc: a season
- Campaign: the entire game in a particular setting
- Inheritance Gambit is the name of our Campaign!
- Roll four Fate dice and add to skill rating. Compare to opposition. For each step on the ladder greater than your opposition, you earn a shift.
- Active: another character rolls against you
- Passive: a static rating on the ladder
- Fail: fail your action or succeed at major cost
- Tie (0 shift): succeed at minor cost
- Succeed (1-2 shifts): succeed with no cost
- Succeed with style (3+ shifts): succeed with additional benefit
- Overcome: get past an obstacle
- Create an Advantage: invoke an aspect for free
- Attack: harm another character
- Defend: prevent attacks or advantages on you
- Fill in one stress box greater than or equal to the value of an attack, take one or more consequence, or fill in one stress box and take consequences – if you can’t do one of these three things, you’re taken out.
- Mild: -2 to attack value
- Moderate: -4 to attack value
- Severe: -6 to attack value
- Extreme: -8 to attack and permanent character aspect
- Mild: overcome Fair (+2), one whole scene
- Moderate: overcome Great (+4), one whole session
- Severe: overcome Fantastic (+6), one whole scenario
- Game aspects: permanent, made during game creation
- Character aspects: permanent, made during character creation
- Situation aspects: last for a scene, until overcome, or until irrelevant
- Boosts: last until invoked one time
- Consequences: last until recovered
- Spend a fate point or free invoke. Choose one:
- +2 to your skill roll
- Reroll all your dice
- Teamwork: +2 to another character’s roll versus relavant passive opposition
- Obstacle: +2 to the passive opposition
- Free invokes stack with a paid one and each other.
- Accept a complication for a fate point.
- Event-based: You have aspect and are in situation, so it makes sense that, unfortunately, would happen to you. Damn your luck.
- Decision-based: You have aspect in situation, so it makes sense that you’d decide to . This goes wrong when happens.
- At the start of a new session, you reset your fate points to your refresh rate. If you ended the last session with more points, you keep the extra. At the end of a scenario, you reset to your refresh rate no matter what.
- The MUSH will automatically reset your Fate Points to equal your Refresh every Monday at 10am.
Spending Fate Points
- Spend fate points to:
- Invoke an aspect
- Power a stunt
- Refuse a compel
- Declare a story detail
- Each obstacle or goal that requires a different skill gets an overcome roll.
- Interpret failure, costs, and success of each roll together to determine final outcome.
- Contesting characters roll appropriate skills.
- If you got the highest result, you score a victory.
- If you succeed with style and no one else does, then you get two victories.
- If there’s a tie for the highest result, no one gets a victory, and an unexpected twist occurs.
- The first participant to achieve three victories wins the contest.
- Set the scene, describing the environment the conflict takes place in, creating situation aspects and zones, and establishing who’s participating and what side they’re on.
- Determine the turn order.
- Start the first exchange:
- On your turn, take an action and then resolve it.
- On other people’s turns, defend or respond to their actions as necessary.
- At the end of everyone’s turn, start again with a new exchange.
- Conflict is over when everyone on one side has conceded or been taken out.
Earning Fate Points
- Earn fate points when you
- Accept a compel
- Have your aspects invoked against you
- Concede a conflict