Entry tags:
Fate ga Kill
For over a thousand years, the Empire has maintained absolute rule over most of the explored world. Here in the Capital, the people suffer under an oppressive government. The lives and freedoms of the poor are forefeit to the whims of the rich and powerful. Corruption and crime are rampant, and only getting worse.
There is only one path to a free world: The Empire must fall.
Fate ga Kill is a Fate Core campaign inspired by the manga Akame ga Kill. The players take the role of an underground organization of rebel assassins dedicated to toppling an evil regime by force. It's like an anime cross between Mockingjay and Assassin's Creed. Most of the action will take place in the Capital, with the game ultimately progressing towards a final mission to assassinate the Empire's leadership.
Setting
The game takes place in an unnamed Empire, inspired by but not identical to the one in AGK. All named characters and organizations - Night Raid, the Jaegers, et cetera - no longer exist, being replaced by original equivalents to keep things fresh. More details on the Capital and the Empire are forthcoming.
Characters
The party are assassins, working towards the ultimate goal of figuring out who's the real power behind the Empire and killing them. They'll all be working for a rebel group, to be named and led by the players themselves. Considerations for characters:
Teigu ('Imperial Arms') are powerful weapons forged by the First Emperor using the remains of powerful monsters. Each is unique and possesses one or more special abilities, allowing the wielder to fight with power beyond that or an ordinary human. When two Teigu users fight, one almost always dies.
No matter what character you write up, be aware: You run the risk of character death. Nobody has plot armor. Characters can and will die. It might be good to have a backup idea in place. Maybe two.
Game Flow
This will be a pseudo-open-ended sandbox campaign taking place in the Capital. At any time, there will be a number of high-profile targets the party can try to take down, with different effects on the state of the city. Each mission will have enemy defenses in place, with the players free to take them on in any way they want. The ultimate goal will be to damage the Capital enough to open access to a final mission to take down the Empire.
Scheduling
I'm looking for 6 to 10 players, not all of whom will be used every week. Based on who's available for a given session and who's gotten screentime recently, the party might split up to tackle multiple objectives at once, or some people might stay back to recover from injuries accrued in previous missions.
Game will happen in the evening on either Mondays, Tuesdays or Thursdays, depending on when the players are available. Game will start after AAA Precure ends at the earliest, so probably in about a month, depending on various factors. Player pool is restricted to people I already know.
Mechanics
System is Fate Core, with several changes:
Fast Recovery: At each Milestone, regardless of weight, each character can either remove a Mild Consequence or reduce a Moderate or Severe Consequence by one rank.
High-Risk Combat: Stress Tracks are two boxes shorter than core rules - 0 by default, 2 at maximum. If you are unable to absorb a hit's damage, your character will die by the end of the scene.
Advanced Popcorn Initiative: Whenever a person finishes their turn, they decide who follows them. However, if the opposing side still has characters who haven't acted yet this turn, they must choose an enemy instead of an ally. This rule can be circumvented by Invoking a relevant Aspect - setting Ambushes will be a game of stacking multiple Advantages to invoke in order to allow your team to all rush to the top of the initiative order.
Narrative Stealth: Remaining undetected is an important skill for any Assassin, so sneaking around won't be a simple matter of 'everyone roll Stealth to see if anyone hears you' every time you try to do anything. Stealthed characters will be able to freely remain unseen until they attempt to do something risky, with losing stealth as a risk of other actions, not of failing Stealth rolls. More details as game start approaches.
Comment Below
There is only one path to a free world: The Empire must fall.
Fate ga Kill is a Fate Core campaign inspired by the manga Akame ga Kill. The players take the role of an underground organization of rebel assassins dedicated to toppling an evil regime by force. It's like an anime cross between Mockingjay and Assassin's Creed. Most of the action will take place in the Capital, with the game ultimately progressing towards a final mission to assassinate the Empire's leadership.
Setting
The game takes place in an unnamed Empire, inspired by but not identical to the one in AGK. All named characters and organizations - Night Raid, the Jaegers, et cetera - no longer exist, being replaced by original equivalents to keep things fresh. More details on the Capital and the Empire are forthcoming.
Characters
The party are assassins, working towards the ultimate goal of figuring out who's the real power behind the Empire and killing them. They'll all be working for a rebel group, to be named and led by the players themselves. Considerations for characters:
- Characters generally don't have last names. The names they do have are an eclectic mix of western and eastern naming sensibilities.
- Some characters might be new to the rebellion lifestyle, while some might already have been at this for a while.
- Some characters might be known to the Empire as dangerous elements, while others can still walk freely in the city without a disguise.
- Every character should have a moment, either early on or in their backstory, when they realize the full extent of how irreversibly broken the Empire is.
- Every character should have a Teigu.
Teigu ('Imperial Arms') are powerful weapons forged by the First Emperor using the remains of powerful monsters. Each is unique and possesses one or more special abilities, allowing the wielder to fight with power beyond that or an ordinary human. When two Teigu users fight, one almost always dies.
No matter what character you write up, be aware: You run the risk of character death. Nobody has plot armor. Characters can and will die. It might be good to have a backup idea in place. Maybe two.
Game Flow
This will be a pseudo-open-ended sandbox campaign taking place in the Capital. At any time, there will be a number of high-profile targets the party can try to take down, with different effects on the state of the city. Each mission will have enemy defenses in place, with the players free to take them on in any way they want. The ultimate goal will be to damage the Capital enough to open access to a final mission to take down the Empire.
Scheduling
I'm looking for 6 to 10 players, not all of whom will be used every week. Based on who's available for a given session and who's gotten screentime recently, the party might split up to tackle multiple objectives at once, or some people might stay back to recover from injuries accrued in previous missions.
Game will happen in the evening on either Mondays, Tuesdays or Thursdays, depending on when the players are available. Game will start after AAA Precure ends at the earliest, so probably in about a month, depending on various factors. Player pool is restricted to people I already know.
Mechanics
System is Fate Core, with several changes:
Fast Recovery: At each Milestone, regardless of weight, each character can either remove a Mild Consequence or reduce a Moderate or Severe Consequence by one rank.
High-Risk Combat: Stress Tracks are two boxes shorter than core rules - 0 by default, 2 at maximum. If you are unable to absorb a hit's damage, your character will die by the end of the scene.
Advanced Popcorn Initiative: Whenever a person finishes their turn, they decide who follows them. However, if the opposing side still has characters who haven't acted yet this turn, they must choose an enemy instead of an ally. This rule can be circumvented by Invoking a relevant Aspect - setting Ambushes will be a game of stacking multiple Advantages to invoke in order to allow your team to all rush to the top of the initiative order.
Narrative Stealth: Remaining undetected is an important skill for any Assassin, so sneaking around won't be a simple matter of 'everyone roll Stealth to see if anyone hears you' every time you try to do anything. Stealthed characters will be able to freely remain unseen until they attempt to do something risky, with losing stealth as a risk of other actions, not of failing Stealth rolls. More details as game start approaches.
Comment Below
- Who are you?
- Which days are you available?
- What is a possible character idea or two?
- Do you have any questions?
- Which is more important, the mission or your life?

no subject
I'm available any day other than Tuesday after ten PM.
I misread a thing.I have a couple character ideas. The one that's more fleshed out already is a young ex-noblewoman using a speed-based teigu; her father was wrongfully executed on suspicion of rebel sympathies, so she murdered the crooked prosecutor in public and went on the lam, eventually joing Not Raid sometime prior to the start of the campaign (assuming I use her first). Her main traits are Cool Kid and Impulsive.
My backup idea is, uh...
Kenpachian unabashed ripoff of Kenpachijust someone who's kind of a crazy asshole, really, but is funny and on the right side and a decent friend. Probably with a big battleaxe as a teigu, not sure what it would actually do. ETA: was a child in a territory conquered by the imperial army 30ish years ago, raised as a slave, eventually stole master's teigu and escaped, has been Battle Hobo for years.I don't really get to know a character fully until I start writing them, so who knows what's more important. Probably the mission. To the first girl at least.
no subject
- Of the days listed, Thursdays are the best for me.
- I have a couple of character ideas, none of which have names yet!
1: An imperial soldier working for a suitably horrible nobleman, who finally gets fed up with his master's excessive awfulness and gets a chance to steal a Teigu. He does and runs for his life. His teigu is a morphing suit of armor, allowing him to grow extra arms out of his back and shit like that. He spends the first arc or two of the campaign in a state of near panic before starting to get his shit together.
2: I don't have the details worked out very hard, but a guy with a super subtle and clever Teigu who is a big bruiser and doesn't use it how it was intended to, in favor of just wading into combat and hitting guys.
3: The Traitor Teigu. A circlet that immediately destroys all higher brain functions of anyone who puts it on, and replaces them with a personality stored in the teigu itself. It was designed to be an immortal general who could serve the empire forever and with eternally increasing experience, but then it developed a conscience and fled. The empire keeps trying to retrieve it and destroy it, and it keeps getting lost for decades on end, so it has spotty but first hand knowledge of the whole history of the empire. It mourns for each person forced to put it on, for it basically kills them.
- I have no questions as of now.
- My life is nothing compared to the cause.
no subject
The listed times are all acceptable although I would rather not go super late on any of them.
Since you've been talking about this for some time I've been sketching out character concepts like a huge nerrrrd
> Hyaku-Hachi, a young man from a farming province who was torn to pieces and left for dead because imperial corruption and patched back together by rebellion science. Prefers to think of himself as lacking free will because he's really uncomfortable about being the kind of person who can murder a roomful of people in cold blood. Proud of his brooding pretty-boy good looks, stores his creepy plant teigu in his abdominal cavity so it can compensate for his lack of several critical organs.
> Vague concept of the scientist who modified that guy up there, not sure if I'd want to play two people who know each other even if one of them only shows up after the other one's dead. A flashy, bombastic woman with earrings that let her control electrical impulses. Believes in the importance of morale and making a statement, would gladly raze the entire empire to the ground and salt the ashes.
> Someone with, like, a levitating sword they can swing around and do cool tricks with without touching it? That'd be sweet as hell. Character concept, I'm imagining some kinda laid-back surfer dude personality standing on their own blade and doing kickflips off it and they probably gave it a nickname like Melissa or George because they didn't like the fancy teigu title and they talk to it and demand that it gets its own seat at the table and it's kind of weird albeit not overtly fucked up. Either they're really attached to the concept of teigu as potentially sentient or they're coping with the loss of a loved one really poorly.
The projected gains of the mission should be compared to the projected loss of valuable equipment. That's what they'd both say but Science Gal would make a break for it because her value is infinite because she's very smart and capable and has a huge ego.
no subject
I am free most Wednesday nights, Thursday nights, and Sunday nights after AAA is done. I have a notoriously horrible track record of forgetting about sessions, so I have no problem being like, a minor backup character or something.
Couple of character ideas!
-Young noblewoman who never shows her face, explaining that she was badly burned in an accident; everyone is pretty sure she has a Dark Secret. (I already have a backstory cooked up.) Wields the teigu "Banshee", which I haven't decided what it does yet. Possibly fear-based, maybe raising the dead, we'll see.
-Former high-ranking Capital soldier whose life was saved by Not-Raid's boss after a battle gone wrong. Joins Not-Raid because honor demands that he pay back the debt, but he struggles with his existing loyalty to his friends in the capital. Probably has a love interest among the Not-Jaegers. Not sure what Teigu yet, but most likely combat-based.
-Low-born swindler and con man who stole his teigu, wound up joining Not-Raid entirely by accident after being mistaken for an already-existing member. Claims to just be in it for himself, but probably has a heart of gold. Wields the luck-based teigu "Fortunato", an enchanted deck of 22 tarot cards corresponding to the Major Arcana. Each card has a different effect in battle- some good, some situational, some self-sabotaging.
-Young HEROINE OF JUSTICE, essentially Seryu minus the insanity. Joins Not-Raid thinking they're obviously the Heroes versus the Capital's Villains, doesn't really understand the idea that there are good and bad people on both sides of any war. An eager young rookie, will probably have her naivete destroyed quickly, for better or worse. Not sure what Teigu yet, but probably a sword, because ALL HEROES USE SWORDS
-Older Obi Wan style gentleman and Not-Raid veteran. No idea where to go with this other than that he'll probably die early in case you need a PC to kill off.
No questions at the moment!
-All character choose "mission" except Fortunato user, who chooses "Life" before the sentence is even over.
no subject
I'll explain my ideas later but one dude is an ex-empire deep cover operative who is trying to destroy it to create a better one in it's place... other one is probably a more straight up shonen character, we'll see.
Both of them will be mission.
no subject
My work schedule is A Mess, so you guys work out a date we can stick to and I can tell my boss I can't work those days.
Character concept is Mama Bear. MB's husband was a soldier who died on the front lines somewhere or other shortly after their daughter was born. Said daughter grew up to be Incredibly Beautiful and was consequently abducted by nobles for Terrible Things. MB's teigu is Ursa Major, a blatant rip-off of Lionelle but with bears instead of cats and a more thorough transformation because we're going Scary Motherfucker here instead of Fanservice. Undecided on what the inert form of the teigu is, probably not a belt, maybe, like, a pair of bracelets? Actually I think I like the idea of a pair of bracelets now that I think about it. Like, her daughter found one and gave it to her as a gift and Not Raid had the other but couldn't figure out why it wouldn't work for anyone until MB tried to hire them to assassinate the noble that took her daughter and then it was like OH.
I've never played in Fate before so I will probably need hand-holding for a while.
More important than even the mission or her own life is the lives of her teammates; she ain't Mama Bear for nuthin'.
no subject
Thursdays are generally good for me.
Concepts:
-The Fire-Eater. A former member of a traveling group of performers, the Empire forcibly broke the Troupe up, accusing them of being thieves and rebels. Her Teigu is a long hair-stick that she repurpose as a fire-eating rod, and it allows her to control the shape and direction of the fire she 'eats', allowing her to attack with fireballs and flame serpents, all that good stuff. She joins Not-Raid because if they're gonna say she's a rebel, she's a rebel. Very cheerful, kind of a lush, lots of energy. Thinking her name's Mohindi
-The Serpent. A young man with a pair of Teigu earrings that gives him the power to change and contort his bodyshape, allowing him to crawl through impossibly small spaces and stretch his limbs out. He lost his home when a Noble decided to bulldoze his entire village because it was 'getting in the way of a perfect vista'. Loud, hotblooded outside of a fight and quick to want to fight wrongs, but he's quiet and cold in an actual fight. thinking name is Dovev