Editing Geos:Fate-Fudge Rules
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* '''Combat: ''' Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect. Shields provide defense, while armour provides protection. There is no stress track, but a distinction is made between ''situational consequences'' and ''injury consequences''. | * '''Combat: ''' Weapons provide modifiers to hit, to damage and also provide aspects, which can be tagged for effect. Shields provide defense, while armour provides protection. There is no stress track, but a distinction is made between ''situational consequences'' and ''injury consequences''. | ||
− | * '''[[Geos:Game_Universe:Magic|Magic]]: ''' Magic is ''the'' primordial force in Geos. Current approaches, however, can only partially describe it. [[Geos:Fate-Fudge Rules | + | * '''[[Geos:Game_Universe:Magic|Magic]]: ''' Magic is ''the'' primordial force in Geos. Current approaches, however, can only partially describe it. [[Geos:Fate-Fudge Rules:Imperial_Magic|Imperial thaumatology]], currently the dominant theory of magic (among humankind), is explicitly logocentric - magic is equated with language and meaning. Other theories exist, with different restrictions and completely different styles. |
* '''Stunts: ''' The current Geos campaign doesn't use stunts, making it somewhat more simulationist than Spirit of the Century. (Stunts may be added later for a more cinematic flavour.) | * '''Stunts: ''' The current Geos campaign doesn't use stunts, making it somewhat more simulationist than Spirit of the Century. (Stunts may be added later for a more cinematic flavour.) | ||
− | * '''[[Geos:Fate-Fudge Rules | + | * '''[[Geos:Fate-Fudge Rules:Skills|Skills]]: ''' Geos uses Fudge-style skills (and dice), but with significant modifications. Skills may have ''specializations'' and ''extensions''. |
− | [[Geos:Fate-Fudge_Rules | + | [[Geos:Fate-Fudge_Rules:Extras|Extras]] |
− | [[Geos:Fate-Fudge_Rules | + | [[Geos:Fate-Fudge_Rules:Character_Creation|Character Creation]] |