I want to write my own FATE Core adventures and rules. Where can I find either a font or individual graphical elements for: Overcome, Create an Advantage, Attack, and Defend.
Do these exist? Do I need to scan it from something?
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I want to write my own FATE Core adventures and rules. Where can I find either a font or individual graphical elements for: Overcome, Create an Advantage, Attack, and Defend.
Do these exist? Do I need to scan it from something?
Defending others works the way the first paragraph you quoted says so:
You can even make defend actions on behalf of others, so long as you fulfill two conditions: it has to be reasonable for you to interpose yourself between the attack and its target, and you have to suffer the effects of any failed rolls.
That's it! That's defending others. If you can justify doing so, you can get in the way of the attack, and defend against it yourself, and you take the consequences of doing so.
The extra stuff confusing you isn't the rules for defending others. If you want to defend someone else, this paragraph is all you need to keep in mind.
FC160 only points out that when you're defending, if you want to, for whatever reason, you can simply not roll at all and leave your defence at +0. That includes defending yourself, or defending others.
It gives an example of doing this when defending someone else from an arrow, but that's just an example. You could also roll to defend against that arrow.
Sometimes, though, you won't be able to. If you really want to save that person from the arrow flying at them, it might be that your only option is to take the hit yourself. Most people can't deflect or stop arrows, and you might not have a shield handy.
The Fate System Toolkit isn't there to give you Fate Core/Accelerated material, it's there to help you mess with the Fate system and reconfigure it. The material in that book is there to explore mechanical possibilities, not suggest highly effective character options. Not all options will be appealing under Fate Core's configuration of the Fate engine.
The two example stunts you saw were for that exploration: one was an example of a particular configuration option, and the other was just a stunt on an example character sheet. (Example character sheets don't have to be mechanically awesome!)
Plus, not all stunts are inherently and always useful for everybody. They don't have to be. Many character options will range from useless to stellar depending on your story's setting and tone, the capabilities and power levels of your characters, the kinds of challenges you'll face, and other factors. Different Fate implementations also value stunts differently — while Fate Core allows stunts which grant +2 to something to always apply, Masters of Umdaar limits +2 bonuses to once-per-scene activation because of its different focus.
One of those stunts, though — Dwarven Shield Maiden — looks pretty good to me. A Dwarven Shield Maiden's aspects probably give her a lot more justification for being able to defend against an attack even when others wouldn't be able to. Can you leap in front of an ally and defend them from a hail of bullets at +1? Probably not, but a Dwarven Shield Maiden can.
Defend the Weak could also be okay. Because it operates off of Fate points, it may even leave you able to defend when you otherwise couldn't, e.g. you're bound up and immobile. Doing so may even be a self-compel. This is something that'll vary, as above, depending on the context it's being used in.
Because of the limitations of approaches this probably won't be really viable for a long-form campaign story lasting months-worth of sessions. Still, if you're going to be playing shorter games (a month per campaign, tops) this is an elegant option. If you want to use skills, read this anyway because I'm going to bring skills into it at the end.
I've experimented with this for a werewolf game, actually: by using approaches, your characters can have the same problem-solving attitudes regardless of their form: a Forceful cowboy turns into a Forceful werewolf, and a Clever schoolgirl becomes a Clever magical warrior. When they change form, the narrative shifts to give them justification for using their approaches in more magical and combat-oriented ways: a cowboy can't bite people but a werewolf can, and a schoolgirl can't create magical illusions but a magical warrior can.
(This doesn't work with skills because skills represent what-things-you-can-do-ness while approaches represent how-you-do-things-ness.)
You can represent this shift narrative by clever use of aspects and extras. Aspects should generally be phrased so they're relevant in both forms, which can be difficult but gets easier with practice. It's nigh impossible to give generic advice for specific aspect creation needs like this; the best I can say is that focusing on personality and relationships makes it easier to keep aspects relevant between forms.
Now, extras! There are many ways to craft extras around this. (Extras are for when you want to give effects that stunts can't handle, either because it's too many stunt's-worth of effects, or because a single effect is too complicated or powerful for a stunt to handle gracefully.)
Extra: Moon Infusion
Permission: An aspect indicating your magical nature.
Cost: At the start of each session I'm in, the GM's pool of NPC Fate points increases by 1 for each action I can use magically.
Benefit: Because I am secretly a champion of the Moon goddess, once per session I can reveal my warrior form. When I do, I gain the aspect Infused with the Light of the Moon (with one free invoke) for the rest of the scene.
This gives me magical context for using my actions (like flying, and shooting rays of cleansing light). When you take this extra, pick the actions (Overcome, Create Advantage, Attack, Defend) I can use magically.
I chose to make the extra's cost a "make the NPCs stronger" effect (increasing NPC Fate points) rather than a "make the PC weaker" effect (reducing PC Refresh) because, frankly, it's more interesting to face stronger opponents than to have your own power balanced out. In play it's effectively similar: the opposition scales according to the power the PCs bring to the scenario. The exact cost may need a little tweaking depending on your game. I've borrowed the basic concept from the atomic-robo RPG, which is a wealth of resources for this sort of thing.
Don't worry about including "running out of power" type mechanics in these extras: that's what consequences are for. Just as a gunfighter might take a mild consequence of All out of ammo, a magical girl might take Overcome by doubt or Cut off from my power.
I started with approaches instead of skills because they're easier and more obvious to use with transformations.
On the face of things it's still pretty straightforward: Just as having a loaded gun lets you use the Shoot skill, having sparklemagic attacks lets you use it too. However, a schoolgirl probably doesn't have a lot of ranks in Shoot, so we need a new level of complexity in representing the transformation if your game uses skills instead of approaches.
Extra: Moon Infusion
Permission: An aspect indicating your magical nature.
Cost: At the start of each session I'm in, the GM's pool of NPC Fate points increases by 2.
Benefit: Because I am secretly a champion of the Moon goddess, once per session I can reveal my warrior form. When I do, I gain the aspect Infused with the Light of the Moon (with one free invoke) for the rest of the scene. This gives me magical context for using my actions (like flying, and shooting rays of cleansing light).
My abilities are different when I'm a warrior: when you first choose this extra, shuffle my skill ranks into a different configuration representing the talents of my magical form (the new configuration must still follow all the game's rules about skill ranks and caps). Whenever I reveal my warrior form, my skills change to their new configuration. They return to normal when I do.
Now we've got a girl whose abilities radically change but her aspects stay the same--so she's still the same person, but she has a different set of competencies when she's transformed.
Best Answer
You can download the official Fate Core font from Evil Hat's licensing page, as well as the "Powered by Fate" logo.
They ask that you credit them in the works where you use it.
Side note: Since you're looking to publish Fate products, you should be aware that "FATE" is no longer an acronym and technically should not be written in all-caps.