My intent here is to introduce new people to Fate with something kind of familiar. I think T2 works because it has a tight, well-characterized, and competent cast. So, I've set up a campaign that starts at the psych ward, with the scene of rescuing Sarah from the T-1000.
I've got Sarah set up with:
High concept
Freedom fighter for the future
Trouble
Haunted by knowledge of future past
Aspects
John Connor:
High Concept
Destined to be the leader of the resistance
Trouble
Everyone's got it out for me
Aspects
-
The Terminator is more than just a machine to me
-
No Fate but what we make (Sarah's relationship aspect)
-
I know I can save everyone
The Terminator:
High Concept
Killing machine sent back in time to protect
Trouble
Human calculations are not part of my programming
Aspects
I still need to build out stunts and stay blocks and stuff, but I've got some other scenes and aspects for those scenes set up. I'd really appreciate any feedback anyone could offer me at this stage.
Will you be using the default skill list or will you tweak it?
So, follow up, I think the default list is pretty good, actually. Lore is a little weird because Terminator is pretty low-magic besides the terminators themselves. I'm considering turning Lore towards "scifi techno bullshit" rolls (i.e. "hacking in") to keep it from being debuffed by the lack of magic.
I was looking into the skill list of Bulldogs, one of my favorite sci-fi Fate creations. Things I like about the changes they made:
Notes:
This is awesome advice! I don't think I have anything to push back on here, and dropping some skills will probably make things smoother and easier all around. Thank you!
Anytime! And let us know how it went. !scifi@ttrpg.network would be interested in this too.
Good question. I had planned on just using the default list, but that was mostly because I hadn't really given the skill list much consideration. Any suggestions?