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Old 09-16-2011, 07:44 AM   #11
Kuroshima
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Default Re: GURPS with Fate Aspects

I was toying with polishing this up, for Pyramid #3/34, but in the end, real life intruded. This intends to replicate how Fate points work in FATE, but withing the framework of GURPS Advantages and disadvantages:

First, instead of Fate points, you have Destiny Points (DPs). CPs can be used in place of Destiny Points, but Destiny Points can not be used to raise traits. Any trait or rule that normally requires CPs to activate now requires Destiny points to activate. This means that Buying Success, Player Guidance, Flesh Wounds, Bullet Time, etc are now fueled by Destiny Points, and so are any traits taken with Costs CP.

Advantages with a Frequency of Appearance (FoA) (allies, patrons, etc etc) no longer require rolling to see if they're available. Instead, the player pays Destiny points to activate them, as per the table bellow. If the GM finds it does not suit him to have the trait activate, he can refuse to let the player spend the points. The player takes back the points he had spent, and the GM gives him destiny points as per the table bellow. This counts as a failed FoA roll.
Disadvantages with Frequency of Appearance (Enemies, Secrets, etc etc) work in a similar way, only it's the GM that activates them, not the player. The GM offers the player a number of DPs as the table bellow, and the player can refuse by not accepting the points, and instead paying DPs equal to the refusal cost
Code:
FoA        Activate    Refuse
6->        3 DP        1 DP
9->        2 DP        1 DP
12->       1 DP        1 DP
15->       0 DP        2 DP
Always->   0 DP        3 DP
Disadvantages with Self Control (SC) rolls work as disadvantages with FoA rolls, but instead use this table.
Code:
SC         Activate    Refuse
N/A->      0 DP        3 DP
6->        0 DP        2 DP
9->        0 DP        1 DP
12->       1 DP        1 DP
15->       2 DP        0 DP
Self Imposed Mental Disadvantages are considered to have a SC of N/A, but it's possible to get disadvantages with N/A self control via Temporary disadvantage, as power powers.

Characters can purchase a variant Destiny, at 5/level. This gives them a pool of destiny points as per Monster Hunters.
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Last edited by Kuroshima; 09-16-2011 at 07:49 AM.
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Old 09-16-2011, 08:18 AM   #12
vicky_molokh
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Default Re: GURPS with Fate Aspects

Not quite the same thing, but I got mildly interested in a similar mechanic from (IIRC) the Seven Skies RPG. Basically, there are traits which provide a bonus to rolls under a certain circumstance - e.g. only when masked, only when balancing, only aboard ships etc.
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Old 10-16-2022, 07:23 AM   #13
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Default Re: GURPS with Fate Aspects

I don't want to stop using raw advantages and disadvantages, but I like fate aspects as well. They are a lot of ads and disads similar to aspects. Is there a way to use both mechanics in a way it would look plausible?
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Old 10-16-2022, 12:42 PM   #14
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Default Re: GURPS with Fate Aspects

Quote:
Originally Posted by pro100kostya View Post
I don't want to stop using raw advantages and disadvantages, but I like fate aspects as well. They are a lot of ads and disads similar to aspects. Is there a way to use both mechanics in a way it would look plausible?
I believe GURPS Power-Ups Impulse Buys came out after this thread was started. It expands on the idea of buying success mentioned earlier in this thread and runs with it.
Christopher Rice uses Foibles and Virtues in his campaigns that strike me as similar to Fate aspects. He probably blogged about them and they are also based on something Kromm wrote.
Pointless Slaying and Looting, Pyramid #3/72 Alternate Dungeons has Heroic Flaws
OK this is too brief to really explain them but it gives an idea. https://www.ravensnpennies.com/gamem...disadvantages/
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