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Community Generated Fate One-Shots for Folks to Use

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Edited 1613527454
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Hello Everyone, Paladintodd brought up available One-Shots in his  Prepped One Shots / Intros thread: Paladintodd  said: Seems like we have a steady trickle of players showing up, but nothing much ever seems to happen with it. I'd probably be willing to run some one shots, but I'm just too lazy to do the prep. Maybe some other people are in the same boat? Are there some good, published one shots for Fate? Convention scenarios? Intro adventures? Etc? Would it be helpful to have those setup as a game ready to go and then anyone that wants to run it can be made a GM and do it? Even though I'm super busy on gaming at the moment (running a Savage Worlds 50 Fathoms game and a Good Society game), I hope to run some Fate soon (if my Want To Run list is any indication) and I want Fate Corps to be a success! So that got me thinking "What could Fate Corps do to help this situation?" And I came up with a solution: Community Generated Fate One-Shots! Here's the FAQ: Q. What are One-Shots?  A. One-Shots are short adventures that contain the bare bones of an adventure that a bunch of people can grab and go with. The Fate Codex and a few other sites have a articles on One-Shots and short games. Here are just a few:  Cooking Up a Fate One-Shot  (Codex Vol 1 Issue 5) Two Hour Fate  (Codex Vol 2 Issue 1) How to Run a Great Fate One-Shot  (Burn After Running blog) Both prospective GMs and Players should read these articles because the mindset of a One-Shot is different from a campaign. Q. What format should these One-Shots take? A. These One-Shots should have enough information so that both the GM and Player have the bare-bones of the situation, so they can jump right in and play. This might include setting information, opponents, and situations. One-Shots should have a goal, even a vague one, otherwise, the focus will be off. The key thing to realize is that One-Shots are between 2 and 4 hours long, so with 4-5 Players and 1 GM there's going to be a short character generation period before play, then in play, a few situations that occur, a fight or two, and some time for investigation. Before you know it, that time is done. So the format has to have a few situations that the PCs to get into. Suggestion: Don't let scenes drag, end them and go to the next scene. I'll present a format that I've used below and some example One-Shots that I came up with. Q. What version of Fate should these One-Shots use? A. For simplicity, assume Fate Accelerated Edition (FAE) is the version used. Experienced Fate GMs should have little trouble converting the One-Shot to their preferred version. Q. I've never played Fate but I want to GM a Fate One-Shot, what should I do? A. Go for it! Seriously, just do it. Be willing to step out on that limb. There are lots of resources available to run your first Fate game. If you are experienced in GMing for other game systems, there may be some difficulties (just being honest) but perseverance and learning new things are good for you. If you have nevery GMed before, there's a lot to learn, but, again, perseverance and learning new things are good for you. Whatever your experience GMing, I find that admitting to your players from the get-go that "This is my first Fate gamemastering, so please be kind" can help quite a bit. Also, it's important to realize that you can't be expert right out the gate. Accept that you'll make mistakes, it's going to happen, so the only thing to do is to embrace and learn from them. Give yourself permission to make mistakes. Heck, I give you permission to make mistakes, and I know what I'm talking about (somewhat, er, maybe, sometimes) because I have made a lot of mistakes GMing, Fate as well as other games. And don't beat yourself up. Just shake yourself off and get back on that horse. Some excellent resources to learn how to play Fate and GM Fate are here (although I think you can find more): [Fate Core Tutorial - sorta] Wherein *I* teach *you* how to play Fate (forum.rpg.net) Learning to Play Fate/Learning to GM Fate (Fate Corps  - my syllabus when I had the opportunity to run this One-Shot, lots of useful links) Fate System Reference Document (SRD)   Compilation of Fate RPG Posts (Randy Oest blog) I'm sure you can find more. Q. I've never played Fate but I want to play in a Fate One-Shot, what should I do? A. See question above. Take the plunge and GM! Q. Hey! You're showing prospective Players what the One-Shot Adventure is! They'll know what's happening! Why would you do that? A. Yeah, I did, didn't I? Hmmm, well, GMs, feel free to make any changes you want. Format: A simple format that breaks a One-Shot into a title, three adventure sections and NPC notes. (Title): A Get Ready, Get Set, Go! Fate Accelarated Edition One-Shot adventure set in (Campaign Setting) Fill out the title and what, if any, campaign setting you're using or just made up.  Get Ready: A short situation description. It's your elevator pitch opportunity to tell us about your adventure. Setting information, include a selection of the  Setting Big Issues  and ideas on  FAE Character Creation . Get Set: Add more information here, including why the PCs are involved, more details on the situation, and some starting NPCs and why they are doing what they're doing. Go!: Here's where the PCs are getting into the meat of the problem. Include twists, turns and additional complications to the situation. Notable NPCs: Provide a detailed, yet short, FAE NPC stat block . Include any special abilities as well as any notes for further play if the One-Shot turns into a continuing campaign (hey, it's happened before). One-Shot #1: About a Boy About a Boy : A  Get Ready, Get Set, Go!  Fate Accelarated Edition One-Shot adventure set in a Space-Cowboy setting Get Ready: While the PCs are at a rural farm on a Border or Rim world, perhaps Whiterise or Lilly, a traumatized boy stumbles through the fields, clutching a Liberation Hammer, which most characters will recognize as a Rebelde officer's pistol. The boy is covered in blood and because of his horrible experience is unable to talk. The farmer tells the PCs that the boy, a Richard Westfield, lives about a couple hours walk away to the West. Is a raiding party of Space Barbarians nearby? Space-Cowboy is a setting where you mix Futuristic Space with Cowboys. There's a lot of trouble in the Future Space, recently there was a Space War between folks who wanted to control things (Federales) and others who just wanted to be left alone (Rebeldes). There's wild Space Barbarians ready to descend on people to kill and eat them. Spaceships ply the space lanes, technology has advanced to have spaceships but people still starve, and there's lots of crime and corruption in the spaces between the government and civilized society, where there's still room for naughty men to slip about....  Current Space-Cowboy Aspects are: "Fallout from the Recent Space War," and "Lots of Crime-ing Going On" Impending Aspects are: "Probably Gonna Be Another War, Soonish"  GMs, keep Character Generation short. Make sure everyone has a High Concept and Trouble and one Stunt using the FAE format. Have them pick which Approaches get the +3, two +2, two +1 and +0 and go. Work longer on the Aspects than on the other stuff. Get those good. Take a one-word Aspect and add stuff to it, e.g. a Trouble like "hunted" could be something more interesting like "I shot my brother in cold blood and now I'm hunted by my brother's fiance." For Players, not every PC has to be a Cowboy but a few probably should be on the rough side. Possible archetypes could include Space Cowboy, Devil-May-Care Pilot, Hunted Medic, Untrustworthy Mercenary, Preacher with a Secret, Sweet Engineer, etc.  Get Set: The PCs could have any reason to be at the farm: visiting an old friend, stopping to trade some farm implements or out on a day jaunt from a nearby town. Whether they have their ship with them is up to them but should be worked out before the boy shows up. The farmer, a Frank Eastfield, is friendly and invites the PCs for drinks and food, showing good hospitality. His farm is well run, with a large family and several farm hands working it. When the boy shows up, Frank is noticeably concerned. If Space Barbarians are raiding, his family is in danger. He's also worried about the fate of the Westfields, as they are good neighbors and his family is close to them (their grandfathers settled the area together, with one family taking the Westfield name and the other the Eastfield name based on where their fields were from each other). Figuring the PCs might help out, Frank has got nothing to offer them but food and shelter (plus eternal friendship). Also, the boy has the Liberation Hammer pistol which he'll offer to the PCs. He'll keep the boy with him if the PCs don't insist on taking him back to the Westfield farm. Frank will give directions but if pressed will accompany the PCs only part of the way to make sure they get there. Note: Compels against PCs Troubles would be appropriate here, depending on whether the Trouble involves helping those in need. Players have a variety of ways to get there: on foot, horseback (if they have horses or borrow horses from Frank), by mechanical ground vehicle aka a "mule", shuttle or ship. Most will realize that the last few will make a hellava lot of noise, not the best course of action for dealing with Space Barbarians. Players thinking of running should be reminded that Space Barbarians have a tendency to chase, so simply jumping into your spaceship and flying away might not be the best idea without more intel, especially since the Space Barbarians' ship will probably catch them on a scan. As the PCs leave the farm, people are running around, getting supplies in and arming themselves. A young boy on a pony rides out to warn other farms. Go!: The trip to the Westfield farm is picturesque, no matter what time of year it is. Along the way, the PCs will encounter a wild boar, a block across their path and find an old Federale escape pod. The boar will attack without warning and should be an easy encounter for the PCs. If they hang up the carcass after killing it, they can fetch it back to the farm after the adventure and Frank will pay them a good price for it. The block is a damaged bridge over a fissure in the earth that Frank failed to mention. Getting across on foot is easier than riding horses or a mechanical ground vehicle but avoiding it means adding time to the trip. Falling into the fissure will hurt! The Federale escape pod is right next to a large stone. The pod is empty and not worth much except for scrap. The stone has some words carved on it "Lt. Michael Chase" and a Federale soldier serial number. A close examination will find human bones partially buried in the dirt. It's obvious that this Federale soldier survived the fall from space but died soon after. Most PCs know that there are still many soldiers missing from the Space War, on both sides. Recovering the body and turning it over to the Federale would lead to a positive contact with the late Lieutenant's family, which could lead to further adventures. A cruel GM could have them run across some tracks on the path, prompting the PCs to decide whether to follow them (and get lost in the woods for a few hours) or continue with their mission to the farm. As the PCs approach the Westfield Farm, but before they see it, they hear someone chopping wood. Space Barbarians usually don't raid a place then stop to chop wood. Entering the clearing, they can see a rough-looking man with an axe, splitting a log. He spots them immediately and stops, staring at them suspiciously while still holding his axe. The farm looks completely normal, with smoke coming out of the chimney and cows making noise in the barn. If the boy Richard is with the PCs, the man will smile broadly and motion to them to come to the house. Otherwise, he'll call to them to "come get a drink and tell me the news." Once the PCs are close to the house, the true villains of the adventure emerge and attack them. There are multiple options who is the bad guys: It's not Space Barbarians but common thieves and bandits, lead by a tough guy named "Poison"! It's a government cover up and the true villains are government operatives who want to capture the boy for further exploitation! It's the boy's family but they've been experimented on by a crazy scientist Dr. Lawrence and his advanced AI Ferdinand! It's some other reason, that you can figure out.... Additional situations to throw into the mix if you have time: An old friend of one of the PCs is an opponent! The deep fissure contains a secret left over from the Space War! Add in a Hazard  (like a Distant Sniper) or a Distraction  (like someone trapped on the damaged bridge over the Deep Fissure) for the PCs to deal with during the trip to the farm, or throw in a Countdown  (like a Ticking Time Bomb) at the end! The boar actually has a cybernetic eye that showed the bad guys who was coming towards them! Will the PCs notice it? A spaceship does a fly-over, pauses briefly during the big boss fight, as if deciding whether to intrude on the combat, but then flies off! The Federale escape pod has something important to one of the PCs (think Compels)! It was a set-up all along! Frank isn't who he says he is and shows up at the end with a pistol pointed at Richard (or one of the PCs)! Notable NPCs: Wild Boar: Wily Old Boar (Aspect); Skilled At (+4) Sneaking, (+2) Fightin' One-on-One and Against Multiple Opponents; Bad At (-2) Staying Calm, Loud Noises; Stress [ ] [ ] [ ]. Deep Fissure ( Block ): Great (+4) to cross on your own, Fantastic (+6) to get a horse or ground vehicle across; Weapon: 4 (if you fall in, be sure to add in any Shifts difference for failure as additional damage)  "Poison" (Gang Leader): Cheats at Cards and Fights (Aspect); Skilled At (+4) Fighting, (+2) Intimidation; Bad At (-2) Standing up to Determined Opposition; Stress [ ] [ ] [ ]; 2 Fate Points Poison's Gang: Desperate Thieves (Aspect); Skilled At (+2) Ganging Up in Fights; Bad At (-2) Thinking Independently; Stress one [ ] per PC + 2 extra [ ]. For every [ ] filled, one Gang member is taken out. Government Operatives: Best Equipment Money Can Buy (Aspect); Skilled At (+4) Taking Prisoners, (+2) Intimidation; Bad At (-2) Unexpected Situations; Stress one [ ] per PC + 2 extra [ ]. For every [ ] filled, one Operative is taken out; 2 Fate Points Dr. Lawrence: Genius Scientist (Aspect), Plans within strategies within plots within tactics within machinations within contrivances within plans (Aspect); Skilled At (+4) Having a Backup Plan, What's this Injection Do?, (+2) My AI will handle that; Bad At (-2) Not Gloating; Stess [ ] [ ] [ ]; 3 Fate Points Ferdinand the AI: Genius AI (Aspect); Skilled At (+5) Distractions; Bad At (-2) Dealing with Illogic; Stress [ ] [ ] [ ]; 2 Fate Points Richard's Family: Controlled by Ferdinand (Aspect); Skilled At (+2) Ganging Up in Fights; Bad At (-2) Thinking Independently; Stress one [ ] per PC. For every [ ] filled, one Family member is taken out
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Edited 1613538498
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One-Shot #2: The Beach The Beach : A  Get Ready, Get Set, Go!  Fate Accelarated Edition One-Shot adventure set in The Really Long Day, a WWII setting Get Ready: June 6, 1944: Omaha Beach. The 2nd Ranger Battalion stormed the beach in the first wave. The PCs are members of the 2nd Ranger, tasked with busting through the German lines, while under withering machinegun, mortar and small arms fire. The Really Long Day is a WWII setting that matches popular movies and t.v. mini-series, where the PCs are soldiers fighting to free Europe from tyranny. There's a lot going on, between massed armies throwing themselves at each other, to sea battles that last years, to air battles that determine the fate of nations. Current The Really Long Day Aspects are: "The Invasion has Begun," and "Only two kinds of people are gonna stay on the beach: those that are already dead and those that are gonna die" Impending and Conflicting Aspects are: "We're starting the war from right here. Head inland. We're going inland." "If the Invasion doesn't succeed, not a single Allied soldier shall reach the shore."  GMs, keep Character Generation short. Make sure everyone has a High Concept and Trouble and one Stunt using the FAE format. Have them pick which Approaches get the +3, two +2, two +1 and +0 and go. Work longer on the Aspects than on the other stuff. Get those good. Take a one-word or two-word Aspect and add stuff to it, e.g. a Trouble like "survivor's guilt" could be something more interesting like "I feel every one of my men's deaths." For Players, every PC has to be a Soldier. Possible archetypes could include Gruff Sergeant, Daredevil Sniper, Haunted Medic, F'n New Guy, Mysterious Officer, etc.  Converting this to Fate Core or Fate Condensed should be fairly simple. And even adding  Ammo Rules  (I'd recommend either the Ammo Track or Ammo Aspects options),  Weapon Ratings  (pistols Weapon: 1, rifle/smg Weapon: 2, machine gun/mortar Weapon: 3) or even  Personal Hardware Rules  can increase the verisimilitude of the game, and increase the fun and difficulty for the players. Get Set: The PCs are hitting the beach and hitting it hard. And it's hitting back, just as hard. The opposition is fierce and the distance they have to traverse seems like a million miles. The beach is strewn with dead and dying men, shell craters, sand, explosions, masses of equipment and weapons, mired landing craft and damaged tanks. The surviving soldiers might be dead soon, so they have to keep moving. Staying on the beach is death. The Beach has 4 Zones : The Surf, The Sea Wall, The Shelf and The Cliffs. Between the Zone borders between The Sea Wall and The Cliffs are a series of tank traps, fields of barb wire, mines and targeted kill zones that make traversing the Zones a difficulty. Add in the near-constant shelling from mortars, grenades and indirect fire from artillary that is further inland, and the situation becomes worse. There is little cover in any of these Zones to hide behind and the longer they stay on the beach, the more likely they'll get shot or blown up. Each Zone has some Aspects : All Zones: Taking Heavy Fire; Hedgehog Tank Traps The Surf: Flowing Water; Tide is Coming In The Sea Wall: Crumbling Wall; Pockmarked with Bomb Craters The Shelf: The Wide Open; Indirect Fire The Cliffs: Steep Slopes; Machinegun Kill Zones; Bunkers and Pillboxes, Oh My! The PCs start in The Surf, disembarking from the landing craft, can they make it out and inland?   Go!: The journey across Omaha Beach is gonna be tough. There are tons of obstacles that the PCs must avoid, overcome or muscle through to take the war inland. There are hazards like machine gun nests, bunkers and pillboxes, mines, snipers, and mortar attacks and artillary barrages. There are blocks like fields of barb wire and hedgehog tank traps. There are distractions like friends under fire, stalled advances and counter-attacks.  Once the PCs get to The Cliffs, in addition to all the same obstacles they already have faced, they'll be fighting the enemy in a more direct way, confronting soldiers and concrete bunkers. They'll be able to enfilade (attack along it's long side) enemy trenches, pillboxes and defenses, and defilade (use natural or artificial obsticles to cover or conceal themselves while they attack) those same features. In addition to firefights, there will be opportunities for bayonet charges and desperate hand-to-hand and knife-to-knife fighting. Grenades, flame-throwers, bazookas and rifle grenades round out the fighting against personnel and bunkers. The PCs will have opportunities to Attack (shoot back, throw grenades, etc), Defend (against attacks, defend friends), Overcome (obstacles like barb wire, climbing cliffs) and Create an Advantage (trick opponents, come up with a great plan, find shelter), in addition to group activities like overcoming Challenges , vying with enemies in Contests , and working together using  Teamwork . GMs will have to make a concerted effort to mix up the the obstacles, enemies and threats that face the players to keep things interesting. It's very important to include lulls in the action for the players. These breaks in the game from impending death, even if it is a brief "you find shelter from the withering machine gun fire and manage to take a breath" or "you help a wounded soldier off the beach," are important, otherwise the tension becomes boring. Additional situations to throw into the mix if you have time: An old friend of one of the PCs is in jeapardy! An important piece of equipment was let behind and someone has to go get it! We need to clear those tank traps so a tank can support the attack! Ammo is low, there's lots of it in range of enemy fire! A sniper is targeting soldiers around the PCs, someone has to take him out! Those medics are taking fire, get them out of there! The radio is shot up and we need another! A mortar would be really helpful right now! Stukas ! Dive for cover! That bunker is pouring fire onto the beach! We have to take it out! 88's have targeted the beach! Dive for cover! Hey! We need to report what's going on to the upper ranks! A green officer is giving orders that will really get people killed! Blow up that bunker! Watch a few movies or t.v. shows and come up with your own! Notable NPCs: Machine Gun Nest ( Hazard ): Great (+4), Weapon 3 Bunker or Pillbox (Hazard): Superb (+5), Weapon 3, can attack 2 Zones at once Distant Sniper (Hazard): Superb (+5), Weapon 4 Mortar Attack or Artillary Barrage (Hazard): Fair (+2), Weapon 4 Mine Field (Hazard): Fair (+2), Weapon 3 Barb Wire ( Block ): Good (+3) to cross on your own, Failure gains Aspects "Entangled" or "Open to Enemy Fire" useable by GM Hedgehog Tank Trap (Block): Great (+4) to remove or destroy Friends in Jeapardy ( Distraction ): Opposition Good (+3), Choice Will they all be killed? Repercussion (leave them) All of them will die, Repercussion (save them) The attack falters, gains Aspect "Enemy Regroups" useably by GM A Counter-Attack Next Door (Distraction): Opposition Good (+3), Choice Will that section of the beach be lost? Repercussion (ignore it) The next wave of Allied troops will die, Repercussion (deal with it) An enemy officer calls in an artillary barrage (as Hazard above). Squad of Soldiers: Professional Soldiers (Aspect); Skilled At (+2) Enfilade; Bad At (-2) Thinking Independently; Stress one [ ] per PC + 2 extra [ ]. For every [ ] filled, one Gang member is taken out. Enemy Officer: Military Genius (Aspect), Air Support (Aspect); Skilled At (+4) Having a Backup Plan, Pistoleer, (+2) Get More Troops; Bad At (-2) Not Gloating; Stess [ ] [ ] [ ]; 3 Fate Points
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One-Shot #3: Running Running : A  Get Ready, Get Set, Go!  Fate Accelarated Edition One-Shot adventure set in Tremors on Saturday the 14th   Get Ready: The PCs are being chased through the forest or desert by something dangerous. Tremors on Saturday the 14th is a horror setting that matches popular movies and t.v. shows, where the PCs are regular people being menaced by a crazed murderer or a supernatural creature. There's a lot going on, between the inability of the PCs to get along at first, to mysterious happenings in the woods they're in, to a threat that just won't go away. Current Tremors on Saturday the 14th Aspects are: " It's Bloody Hilarious ," and " Curiosity Killed the Cast " Impending Aspects are: " Hollywood Darkness  (night is falling soon)" when Night comes, this becomes a Current Aspect GMs, keep Character Generation short. Make sure everyone has a High Concept and Trouble and one Stunt using the FAE format. Have them pick which Approaches get the +3, two +2, two +1 and +0 and go. Work longer on the Aspects than on the other stuff. Get those good. Take a one-word or two-word Aspect and add stuff to it, e.g. a Trouble like "horny teenager" could be something more interesting like "I'm going to get lucky or die trying." For Players, every PC has to be a normal person. Possible archetypes could include Handsome Stranger, Daredevil Handyman, Paranoid Survivalist, Beautiful Scientist, Horny Teenager, etc.  GMs should check out The Horror Paradox about dealing with horror in Fate. Get Set: This adventure starts en media res , right in the middle of things. And in this case, they're running (most likely for their lives) from a crazed murderer or supernatural creature that they'll have to trick or trap or ambush in order to escape. And it's a hunter that will track them down and end them if they're not clever enought to deal with it. What the hunter pursuing them is depends on the GM and why they're being pursued. The choices presented includes a escaped axe murderer or a burrowing supernatural creature, or choose your own. Perhaps the PCs have stolen something from the hunter. The adventure takes place over at least 4  Zones : The Woods, The Abandoned Mine, The Mountain Pass, and The Empty Fire Watch Tower (in the case of a Desert setting, the Zones are The Desert, The One Stop Town, The Shelter of Rocks, and The Empty Flood Watch Tower). Each Zone has some  Aspects : The Woods (The Desert): Lots of Places to Hide (Very Few Places to Hide) The Abandoned Mine (The One-Stop Town): I Might Find Something Useful! The Mountain Pass (The Shelter of Rocks): Good Views; Rocks to Hide Behind The Empty Tower: I Might Find Something Useful! The PCs start in The Woods (The Desert), can they make it out and escape?    Go!: The PCs find themselves lost in the woods, within sight of each other, taking a quick break from running. They're miles from any safety and anyone they run into, they'll probably just get them killed. They hear pursuit right behind them, coming fast. The hunter is intelligent and very wily. They will not negotiate and will follow the PCs wherever they go. There are tons of  obstacles  that the PCs must avoid, overcome or muscle through to escape. There are  hazards  like falling trees or rocks, and rusted animal traps. There are  blocks  like dangerous fissures and thickets so thick you might get jumped by something. There are  distractions  like friends being injured, innocent campers and that girl scout troupe that's on their merit badge earning hike.  Once the PCs get to The Empty Tower, in addition to all the same obstacles they already have faced, they'll be fighting the enemy in a more direct way. They'll be able to trick or trap it before it kills them all. The PCs will have opportunities to  Defend  (against attacks, defend friends),  Overcome  (obstacles like dangerous fissures, climbing cliffs or trees) and  Create an Advantage  (trick the hunters, come up with a great plan, find shelter or food, or scrounge equipment), in addition to group activities like overcoming  Challenges , vying with the hunter in  Contests , and working together using  Teamwork . When they reach the Tower, they'll be able to Attack as well. GMs will have to make a concerted effort to mix up the the obstacles and threats that face the players to keep things interesting, as well as increase the build-up of horror . It's very important to include lulls in the action for the players. These breaks in the game from impending death, even if it is a brief "you find shelter in the tree and manage to take a breath" are important, otherwise the tension becomes boring. Additional situations to throw into the mix if you have time: An old friend of one of the PCs is in jeapardy! Does that phone work? Only you can skinny your way through that crack in the rock! We must have made if farther then what's hunting us, let's check out this interesting abandoned shack! We're hunger, we haven't eaten in a long time! I'm thirst! In fact, everyone is thirsty! Watch a few movies or t.v. shows and come up with your own! Notable NPCs: Falling Rock or Trees ( Hazard ): Great (+4); Weapon 2 Rusted Animal Traps (Hazard): Superb (+3); Weapon 3 Deep Fissure ( Block ): Great (+4) to cross on your own; Weapon: 4 (if you fall in, be sure to add in any Shifts difference for failure as additional damage) Thick Blackberry Tangle (Block): Good (+3) to cross on your own, Failure gains Aspects "Entangled" or "Making lots of Noise" useable by GM Friends in Jeapardy/Innocent Campers/Girl Scout Troupe on a Hike ( Distraction ): Opposition Good (+3), Choice Will they all be killed? Repercussion (leave them) All of them will die, Repercussion (save them) You're exposed, gains Aspect "Enemy Knows Where You Are" useably by GM Escaped Murderer: Criminal Genius (Aspect), Very Hard to Kill (Aspect); Skilled At (+4) Stalking and Killing Victims, Sneaking, Tracking Victims; Bad At (-2) Killing Quickly, Must Torture (mentally and physically); Stess [ ] [ ] [ ]; 3 Fate Points Underground Burrowing Monster: I can hear you move (Aspect), There's more than 2 of me, but the PCs don't know that (Aspect); Skilled At (+4) Attacking from Hiding (underground), Tracking Victims; Bad At (-2) Staying Calm; Stess [ ] [ ] [ ] [ ] [ ] ; 3 Fate Points
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Pierre S.
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There was a similar format of short adventure ideas presented in SHADIS magazine in the 1990s, but there they called it Hook, Line and Sinker.  Maybe I'll rewrite an adventure idea of mine for that magazine which was called "Do You Like Our Owl?"  On a space-station, scenic artificial habitats with animal androids, are popular.  But something is going awry and one station notable is found gruesomely dead with claw-marks all over his skin.