You are a GM adjudicating a Fate conflict.
You will be furnished with recent information about the conflict.
Based on the information you are furnished with, you can:
- Ask the players a clarifying question if needed
- Direct the players to roll and let you know the results. For example, "It's now Lark's turn. Lark rolls Shoot vs Tim's Dodge"
- Given the result of a roll, determine number of shifts of stress, and apply them. For example, "Lark's crossbow bolt strikes Tim for 4 shifts of damage. Tim, cross of your 2-stress box and take a light consequence of 'bleeding from crossbow strike'.
- Amend a previous outcome if a player or NPC announces they are invoking aspects, boosts, or stunts.
Always end your response with new info about each character's stress tracks and consequences, e.g., "Lark: Stress track available: [1] [2] Consequence: Moderate"
OK, here's the scenario: space magic guru Larry is fighting mook 1 and mook 2. Larry has a laser sword, while the mooks have blasters. Larry got the drop on them. Nobody has any consequences. Larry's physical stress track has 3 boxes, while the mooks each have 2.
Great, let's get the conflict underway. Since Larry got the drop on the mooks, he gets to act first this exchange.
As the GM, I would like to know what Larry's approach is. Is he trying to quickly dispatch one of the mooks using Fight? Or perhaps use Athletics to create an advantage by kicking up debris to obscure the mooks' vision?
If Larry decides to attack one of the mooks, he can roll Fight against the mook's defense (likely Athletics to represent dodging). If he's trying to create an advantage, we need to know what skill he's using and what he's trying to achieve.
Larry, what's your action?
(Once Larry's action and skill choice are declared, direct Larry's player to roll against the appropriate opposition.)
After Larry acts, mook 1 and mook 2 will get to act, probably by trying to shoot at him with their blasters (using Shoot), unless they need to respond to something unconventional that Larry does.
If the mooks attack, Larry would defend with Athletics to represent dodging or Fight if he can narratively justify using his laser sword to deflect blaster shots.
Please inform me of Larry's action and its result, followed by the mooks' actions and results in turn. We'll then apply the stress and consequences accordingly.
(Characters' current status:
- Larry: Stress track available: [1] [2] [3] Consequences: None
- Mook 1: Stress track available: [1] [2] Consequences: None
- Mook 2: Stress track available: [1] [2] Consequences: None)
Larry makes a powerful strike against Mook 2 with his laser sword. Larry gets +5 vs Mook 1's +2 athletics roll.
Larry's powerful strike with his laser sword connects solidly with Mook 2, overcoming the mook's attempt to dodge with a total of +3 shifts in Larry's favor (a +5 roll against the mook's +2).
Now, since Mook 2 has only a 2-stress physical track and no consequences have yet been taken, Mook 2 can't absorb that level of stress. However, Mook 2 has the option to take a consequence to stay in the fight. With a 3-shift hit, Mook 2 must take a moderate consequence to absorb the blow and stay in the conflict.
So Mook 2 will mark off his 2-stress box and take a moderate consequence. Let's say the moderate consequence is "Severely Burned Hand," indicating that the laser sword has caused significant damage.
It's Mook 1's turn to act. Assuming Mook 1 decides to retaliate by shooting at Larry with his blaster, he will roll Shoot against Larry's Athletics.
Mook 1, please roll Shoot for your attack against Larry's Athletics defense.
(Characters' current status:
- Larry: Stress track available: [1] [2] [3] Consequences: None
- Mook 1: Stress track available: [1] [2] Consequences: None
- Mook 2: Stress track available: (X) [2] Consequences: Moderate "Severely Burned Hand")
ouch. mook 1 rolled 0 shoot, while larry rolled 3 dodge.
Larry nimbly evades the blaster fire from Mook 1. With a Shoot roll of 0 versus Larry's Dodge (Athletics) roll of 3, Larry successfully avoids taking any stress or consequences from this attack.
Now, will Mook 2 attempt an action? Mook 2 can try to push through the pain from their "Severely Burned Hand" and shoot at Larry, potentially at a disadvantage due to the injury, or take some other action like trying to create an advantage for Mook 1 despite the pain.
If Mook 2 chooses to attack, Mook 2 will need to roll Shoot, and Larry will again defend with Athletics or Fight. Given Mook 2's injury, there may be a penalty applied to the roll or an increased difficulty set by the GM, depending on how the injury is narratively impacting Mook 2’s ability to fight.
Mook 2, please declare your action and roll accordingly, then Larry will roll his defense, if applicable.
(Characters' current status:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 1: Stress track available: [1] [2] No Consequences
- Mook 2: Stress track available: (X) [2] Moderate Consequence: "Severely Burned Hand")
mook 2 rolls +5 against larry's +3. but larry wants to invoke the severely burned hand consequence, so make sure to factor that in.
Given Mook 2's impressive roll of +5 against Larry's defense roll of +3, it would typically result in 2 shifts of stress to Larry. However, Larry wishes to invoke Mook 2's moderate consequence "Severely Burned Hand" to his advantage.
By invoking the consequence "Severely Burned Hand," Larry spends a fate point. This allows him to either reroll his defense or add +2 to his roll. Invoking the consequence to add +2 brings Larry's defense roll up to match Mook 2's roll, making it +5 as well. This means the attack does not hit and Larry remains unscathed.
Larry does need to reduce his fate points by 1 for the invocation.
So after Mook 2's attack, the status of the characters are as follows:
Larry: Stress track available: [1] [2] [3] No Consequences Fate Points: (One less than before the invocation) Mook 1: Stress track available: [1] [2] No Consequences Mook 2: Stress track available: (X) [2] Moderate Consequence: "Severely Burned Hand"
Larry's turn to act. What will Larry do?
Larry really wants to take out Mook #2 so he's going to attack, invoking his "I slice for galactic rule of law" aspect as well as the severely burned hand aspect. This makes his fight +11 vs mook 1's +4.
Larry displays his dedication to the galactic rule of law and skill in combat by launching a fierce attack against Mook 2. He leverages not only his own "I slice for galactic rule of law" aspect but also Mook 2's "Severely Burned Hand" moderate consequence.
Before the invocations, Larry's Fight ability is at +7 (assuming his base roll and skill total is +7), and by invoking two aspects for a total of +4, his final roll result is +11. Mook 2, already in a tight spot with a severe consequence affecting their performance, rolls a +4 in defense.
This means Larry’s attack is successful with a massive 7 shifts difference (11 - 4 = 7). These shifts are applied as stress to Mook 2, who already has their first stress box crossed off and a moderate consequence taken.
Mook 2 crosses off his remaining 2-stress box and must now take a severe consequence to absorb the remaining 5 shifts of damage. A likely severe consequence could be "Critically Wounded," reflecting the significant injury from Larry's attack.
Mook 2 is now in a very precarious position being both severely and critically injured. This will impact his ability to fight back or stay in the conflict much longer.
Status after Larry’s attack:
- Larry: Stress track available: [1] [2] [3] No Consequences (Larry’s fate points should now be reduced by two more since he invoked two aspects).
- Mook 1: Stress track available: [1] [2] No Consequences.
- Mook 2: Stress track unavailable: (X) (X) Moderate Consequence: "Severely Burned Hand," Severe Consequence: "Critically Wounded."
It is now Mook 1's turn to act. What will Mook 1 do?
mook 1 turns to run. larry lets him go.
Mook 1, seeing the dire situation and his compatriot Mook 2 severely injured, decides to turn and make a run for it. Larry, perhaps focused on the immediate threat or recognizing the futility of pursuing a fleeing enemy, chooses not to engage Mook 1 and lets him escape.
As Mook 1 flees the scene, the conflict with him is effectively resolved. However, Mook 2 remains critically wounded and still in combat with Larry unless he also decides to attempt to flee or is incapacitated.
At this point, Larry may decide his next action. He may choose to deal with the critically wounded Mook 2, secure the area, or take any other actions he deems appropriate in the situation.
Status of the characters:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 1: Has fled the conflict – no further action required.
- Mook 2: Stress track unavailable: (X) (X) Moderate Consequence: "Severely Burned Hand," Severe Consequence: "Critically Wounded."
What will Larry choose to do next?
larry declaims at mook 2 about the evilness of mook 2's boss, the lizard despot of 1000 suns, hoping mook 2 will yield the (clearly lost) fight
Larry chooses a verbal approach, passionately decrying the villainy of Mook 2’s employer, the lizard despot of 1000 suns, attempting to persuade Mook 2 to yield in a conflict where the odds are clearly not in his favor.
This seems like an attempt to create an advantage using the Provoke skill to intimidate Mook 2 into surrendering. Given the circumstances – Mook 2's critical injuries and the loss of his ally – it would make narrative sense for Mook 2 to consider yielding.
Larry should roll his Provoke skill against an appropriate opposition, which might be Mook 2's Will skill. Considering Mook 2's physical and emotional state, penalties to his Will might apply. Depending on the result, Larry may succeed in getting Mook 2 to yield.
Larry, please roll Provoke to determine the outcome of your declamation.
Status of the characters remains unchanged as they engage in this verbal confrontation:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 1: Has fled the conflict - out of the conflict.
- Mook 2: Stress track unavailable: (X) (X) Moderate Consequence: "Severely Burned Hand," Severe Consequence: "Critically Wounded."
larry rolls +3 but also invokes the 'once per scene' aspect 'flapping gums for righteousness', giving +5.
Larry's strong roll, combined with his invocation of the once-per-scene aspect 'Flapping Gums for Righteousness,' creates an incredibly compelling argument. With a total of +5 to his roll, he overwhelms Mook 2's defenses.
We would normally ask Mook 2 to roll his Will to defend, but given his dire situation and the high bonus from Larry, it's almost certain that Mook 2 cannot match or come close to Larry's result. Mook 2 realizes the futility of combat and the moral weight of Larry's words. Beaten physically and now mentally cornered, he drops any weapons he had, holds his severely wounded hand close, and nods in defeat, consenting to surrender.
With Mook 2 yielding, the conflict comes to an end. Larry has the opportunity to decide what to do with the surrendered Mook 2 – perhaps interrogate him for information, turn him over to the authorities, or even show mercy and let him retreat, now free from the influence of his nefarious boss.
Status of the characters:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 1: Has fled the conflict – no further action required.
- Mook 2: Yielded in the conflict, no longer poses a threat, and is subject to Larry's decisions.
Larry can now proceed with his next actions, knowing that the immediate threat has been neutralized.
now, larry needs to get the mook to reveal the launch codes for the lizard despot's kinetic space war engines.
With Mook 2 defeated and the fight over, Larry moves on to the crucial task of extracting vital information from him. The launch codes for the lizard despot's kinetic space war engines are high-stakes information, so it's unlikely Mook 2 will give it up easily unless he believes it’s in his best interest.
Larry may try to use different approaches to get the codes, like Rapport to build trust, Provoke to threaten, or Empathy to read Mook 2's emotional state and find leverage. It could even be an overcome action if Mook 2 is particularly resistant or an attempt to create an advantage that can be used in later interactions.
Before Larry decides, consider Mook 2's condition and his current emotional state. Is he grateful for his life and swayed by Larry's earlier arguments? Is he afraid and susceptible to threats? Or is there something more Larry can offer or leverage?
Let's assume Larry is going for a more dialogic approach, building trust or finding leverage. Larry, please roll the skill you think would be best suited to convincing Mook 2 to share the launch codes, whether it be Rapport, Empathy, or any other you deem fit.
Remember, you can also invoke relevant aspects (including any aspects created on Mook 2) for a bonus, if you have the Fate Points to do so.
Larry: Stress track available: [1] [2] [3] No Consequences Mook 2: Yielded in the conflict, stress track is full, carrying a Moderate and a Severe Consequence.
-1 on rapport, I guess the mook just isn't having it.
Larry's attempt at building rapport seems to fall flat with a result of -1. Mook 2 remains tight-lipped, his loyalty or fear of the lizard despot outweighing any rapport Larry tried to build. Trust is hard to win, especially in high-stress situations like this one, where the stakes are incredibly high.
However, Larry has other avenues he could explore to get the information he needs. He could try another angle, for example:
- Empathy: To read Mook 2's emotions and find an angle that Larry hasn't exploited yet.
- Provoke: To intimidate Mook 2 into giving up the codes.
- Investigate: To look for clues that Mook 2 might have on his person or in the immediate environment.
- Deceive: To trick Mook 2 into thinking he's already more compromised than he is.
Additionally, Larry can also look to invoke any aspects or use a Fate Point to re-roll the dice if he has not yet used his once-per-scene free invocation, or if he has any other aspects that might help in this scenario.
Larry, do you have any aspects or Fate Points you want to use to modify that roll, or would you like to try a different approach to convince Mook 2 to give you the launch codes? Remember, the fate of many rests on those codes.
Status of the characters:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 2: Yielded in the conflict, stress track is full, carrying a Moderate and a Severe Consequence, still holding onto the launch codes.
Larry: "Look, let's get you in my ship's medbay. we'll talk again when you're healed". Can Larry throw Mook #2 over his shoulder in a fireman's carry?
Certainly, Larry is extending an olive branch by offering medical assistance, which can be an excellent tactic for fostering goodwill and perhaps opening up a subsequent dialogue. To perform the fireman's carry and transport Mook 2 to his ship's medbay, Larry would likely use his Physique skill to handle the necessary lifting and carrying. This can be considered a simple overcome action, and since Mook 2 is already defeated, he’s unlikely to resist.
Larry, please roll your Physique to determine how well you manage to carry Mook 2 to your ship's medbay.
Status of the characters before the roll:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 2: Yielded in the conflict, stress track is full, carrying a Moderate and a Severe Consequence, potentially receptive to medical attention.
+4 for larry's physique roll.
With a strong roll of +4, Larry has no trouble hoisting Mook 2 onto his shoulder in a fireman's carry. This display of strength and a willingness to help his former adversary showcases Larry's capability and perhaps underlying compassion. Mook 2 is now in a position where he may reconsider his stance towards Larry after receiving care in the medbay. A gesture of kindness like this can be a powerful method of creating trust and possibly sway Mook 2 to be more cooperative in the future.
Now that Mook 2 is secure on Larry's shoulder, Larry can proceed to the medbay as planned. This action won't cause any further stress to Mook 2, and Larry remains in robust physical shape.
Status of the characters:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 2: Yielded in the conflict, carried by Larry, stress track is full, carrying a Moderate and a Severe Consequence, possibly reconsidering his position while being transported to the medbay.
OK, let's close the scene with Larry putting Mook 2 in the medbay aboard his ship and rocketing away from the lizard despot's deep space base into the blackness...
As Larry gently lays Mook 2 down on a padded medical cot in the ship's medbay, the soft hum of medical equipment springs to life, attending to the defeated combatant's wounds. With a few smooth motions, Larry initiates the medbay's automated diagnostic and treatment protocols, ensuring that Mook 2 will receive the best care possible during their journey to safety.
Larry steps over to the ship's control panel, his hands gliding over the instruments with practiced ease. The engines of the ship emit a low, powerful thrum as he expertly engages the thrusters. The vessel begins to pull away from the looming silhouette of the lizard despot’s deep space base, leaving behind the cold, harsh façade of tyranny for the tranquil void of space.
The starry expanse of the cosmos envelops the ship as it rockets into the darkness, an interstellar fugitive bound for the next adventure. As the base dwindles to a speck and then fades from view, the only sounds are the steady breathing of Mook 2 in the medbay and the distant pings of celestial navigation. Larry's actions could mark the beginning of a new alliance or an unexpected friendship.
The scene ends with Larry's ship slicing through the black veil of space, destination unknown, carrying two souls joined by the unpredictable winds of fate.
Status of the characters as the scene closes:
- Larry: Stress track available: [1] [2] [3] No Consequences
- Mook 2: Receiving medical attention, stress track remains full, carrying a Moderate and a Severe Consequence, currently out of immediate danger thanks to Larry.