I have donned cape and mask for a 3-part exploration of another dimension of superhero RPG rules, Fate Accelerated/FATE. I am reviewing two different takes on incorporating superpowers into the core rules, one from the publishers, Evil Hat, and the other by (as far as I can determine) fans. Finally, I will present some PC stats in Part 3.
Four-Color FAE, available free on the Drive Thru RPG site, is a good source of information for running or playing superheroes with the Fate Accelerated/FATE core rules. This is a no frills, 61 page PDF, licensed under Creative Commons, written by Bill Garrett and Mike Lindsey. It is plain black on white text, but the content is what is important, and it has that, even though many of the pages only have a paragraph. I would rather the writers had put several sections on one page, but since I am not familiar with the GitBook pdf program used, for all I know, it might not have been possible.
The only exceptions to the no frills are the links. The Table of Contents is fully-linked to the sections. Also, there are internal links to terms in the FATE core SRD (open source). Clicking on one of these opens that section of the online SRD in your browser (unless you’re working offline, of course). This is handy if you are new to FATE–or just don’t want to open another rulebook. I like this feature, even though my Good Reader app (an older version) makes it awkward to return to the supplement from the SRD.
Character creation starts with the familiar 3-5 Aspects, one of which should relate to being a superhero; setting values for your Approaches (FAE) or buying skills (Fate); and any stunts you wish, per the core rules. You have the standard number of free stunts and 3 Refresh as well. These rules then add another step, “Power Facts,” to creation. Power Facts describe what you can do, based on your superhero aspect, and cost no Refresh. The facts can include equipment, sidekicks, weaknesses and so on, as well as how you use your superpower. A FAE version of my M&M Yule Queen might have “Dominion Over Winter” as an aspect to reflect that she is a Cold Controller. Some of her power facts might be:
- Precise and powerful Icy blasts
- Winter winds as flight and shield
- Cold Powers weakened by heat greater than a summer’s day
Four-Color FAE has examples of this part of character creation, with specific types of power facts and goes into great detail on how to use Power Facts in play. Next up is “Specific Powers” with suggestions for handling a number of powers, including many that Mutants & Masterminds calls out as potentially problematic in one way or another–like ESP, time travel, duplication and precognition. This advice, while limited (these sections are only a few paragraphs long each), is handy. And there are player hints too. I like the idea in “Precognition and Time Travel” of a time travelling PC being able to spend a Fate Point to Declare a Fact described as “their meddling with history”–but it’s also something a GM may need to reign in. Hopefully before the GM has to cross out 5 or 10 pages’ worth of campaign backstory, genealogies, etc.
The game finishes with campaign design, which is mostly FAE/Fate-specific, of course. Finally there is a whole chapter of “New and Optional Rules” such as Genre Stunts and Aspects and Alternate Approaches.
If your group likes the FAE/Fate systems and wants you to run a superhero campaign, you should check out Four-Color FAE. It won’t cost you or your players anything, which makes it an excellent choice for a trial run of the superhero RPG genre.
Linda Whitson
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