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?