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Questions for an FAQ


Lucidicide

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There is a breakdown of generic challenges on page 191 of the Fated Almanac.  The following pages give more detailed information about each step.

 

Then on pages 207 and 208 of the Fated Almanac you can find combat-specific sequences.  207 details how to handle a Fated (player) attacking an NPC, and 208 details how to handle an NPC attacking a Fated.  To get TNs for NPCs you can consult the bestiary in the back of the Fatemaster Almanac.

 

A quick and dirty summary:

 

At the beginning of the encounter have Fated flip for initiative, and use the static values given for NPCs.  Then have characters act in initiative order (starting at highest value).

 

If Fated (player) turn:

1:  If attacking an NPC determine NPC's defensive value (Defense + rank or Willpower + rank) and use that as the TN

2:  Have player flip against the above TN

3:  Flip result is equal to flip + AV of relevant skill

4a:  If result is less than TN, then attack misses and ignore the rest of this list sequence

4b:  If result is equal to or greater than TN, then determine degrees of success (result - TN = 0, then Tie; result - TN = 1 to 4, then None; result - TN = 5 to 9, then 1 Degree; and result - TN = 10 or more, then 2 Degrees)

5:  Using above result consult the Fated Attack Accuracy table for potential :+fate or :-fate modifiers to damage flip

6:  Perform damage flip

7:  If NPC health is now zero or below either declare the NPC dead, or determine unconsciousness test result (we might actually need a FAQ for this) and perform a critical damage flip

 

If NPC's turn:

1:  If attacking a Fated, use NPC's attack AV + rank to determine TN

2:  Have player flip against the above TN

3:  Flip result is equal to flip + AV of relevant defense (either Defense or Willpower)

4a:  If result is equal to or greater than TN, then the attack misses and ignore the rest of this list sequence

4b:  If result is less than TN, then determine degrees of failure (TN - result = 0, then Tie; TN - result = 1 to 4, then None; TN - result = 5 to 9, then 1 Degree; TN - result = 10 to 14, then 2 Degrees; and TN - result = 15 or more, then 3 Degrees)

5:  Using above result consult the Fated Defense Accuracy table for potential :+fate or :-fate modifiers to damage flip

6:  Perform damage flip

7:  If Fated health is now 0 or below, then perform unconsiousness check as well as flip for critical effects

 

As for card points, you can find them both in the Fatemaster's Almanac as stated in Omenbringer's post, as well as on page 248 of the Fated Almanac.

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I am having trouble understanding how NPCs activate abilities requiring several suits. For instance, the Witchling Stalker needs a ram and a book to trigger a Cataclysm using his Runed Pistol. While the player may well get one on his flip, getting another seems really unlikely. So how should it trigger? Can the Witchling spend a card point for it?

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  • 2 weeks later...

Question: Once a character completes all five steps of their destiny...what happens then? Do they get a new destiny? Is that character basically complete on destiny?

 

At that point the character has either fulfilled (or denied) their destiny, so they don't get a new one.

 

Essentially, Through the Breach games have a set end time, though that's not entirely fixed (as there might be some sessions where no characters fulfill a destiny step, or ones focused around the attainment or advancement along an advanced pursuit). Once all the character have completed their destiny, you could keep playing, but the game is sort of set up to end at around that point (preferably in some sort of climatic encounter).

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Like Mason says, TtB is designed to end however the Advanced Pursuits can extend the length by replacing a destiny step with an Advanced Pursuit step.

 

To clarify, the Advanced Pursuits don't replace a destiny step per se, they just increase the length of the game.

 

For instance, if you have four players, each with 5 destiny steps, that's typically around 20 game sessions (assuming that each session is resolving a single step of one player's destiny).  However, you only progress in an Advanced Pursuit when the story focuses on that Advanced Pursuit, so I usually treat those as "bonus sessions" that don't resolve anyone's destiny step.  Instead, they just insert a session focused upon the advanced pursuit into the game, and afterwards, the game gets back to worrying about resolving destiny steps.

 

So, with your four players above, if one of them becomes a Steamfitter, you actually have around 25 game sessions now (20 focusing on destiny steps, and 5 focusing on the Steamfitter character advancing their Steamfitter subplot).

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Personally I see Fate Steps as the defining moments in a person's life.  Your life doesn't really end after your "big moment" so there is no real reason to stop a game/story after there are no more Fate Steps to cover.  Yeah, it means no more Manifested Powers, but there are still plenty of fun toys to grab from pursuits if you like (if one of the concerns is mechanical progression).

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