Hey folks. It’s been a while since I did Inverse World Accelerated, but I’ve got a surprise for you!
Way back in 2013 when we switched from Fate Core to Accelerated I mentioned I’d try and do something with my Core notes. I had to put that on the back burner for a while for my own projects, but I’ve been tinkering with those notes for a while and eventually a game came out.
Fractured Skies is a spiritual sequel to Inverse World, with a post-apocalyptic vibe and a focus on cultural/economic exchange. If you liked Inverse World Accelerated you’ll probably like this, and you can make a Core version of Inverse World Accelerated with it pretty easily.
(And speaking of IWA, anyone who owned Inverse World Accelerated before today now has a coupon for 50% off this one.)
I hope you enjoy it!
In case it helps someone, here’s the Fate Core version of the Job system. Each listed Job provides some sample aspects, a partially pre-filled skilled pyramid (you fill in the rest), and some stunts that are optional but can only be taken by someone with that Job. So, for example, here’s the Survivor:
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SAMPLE ASPECTS
Always Prepared For The Inevitable; Come With Me If You Want To Live; Escaped Apex Political Prisoner; I’ve Sacrificed Too Much To Stop Now; Nothing Ever Goes As Planned; Recovering Endbringer Revivalist; These Fists Have Seen More Than You Can Imagine; Survived A Fall Into The Underfog; Veteran Of A Thousand Battles
SKILLS
Great (+4): Mobility or Will
Good (+3): Combat or Provoke, one other
Fair (+2): Drive or Stealth, two others
Average (+1): Any four skills
SURVIVOR STUNTS
I’ve Had Worse [Survivor]: Once per scene, you may invoke a boost to remove a mild physical consequence.
Unshakeable [Survivor]: You can use Will to create advantages in social situations if you can make them about your fearless nature.
You Are Already Dead [Survivor]: Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
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Fractured Skies has 16 Jobs: Arcanist, Captain, Clerk (somewhere between a traveling bureaucrat and Rock Okajima), Diplomat, Entertainer, Merchant, Outlaw, Pilgrim, Priest, Ranger (a traveling lawman), Rider, Survivor, Templar (a paladin/freelance accountant), Tinker, Tourist (think Ford Prefect/Twoflower), and Warrior.
Captain, Rider, Survivor, and Tinker are basically IWA’s Captain/Sky Dancer/Survivor/Mechanic, and the rest I wrote for this game. You should be able to adapt the other IWA Jobs pretty easily, just tweak their stunts to fit Core and write out a skill pyramid you think makes sense.
How gritty / grim is Fractured Skies?
The backstory is grim but the general theme is kind of hopeful. The world was shattered into islands in an apocalypse, most of the gods are dead, and a lot of folks are still trying to rebuild, but they’ve got a chance. The average adventure is more about exploration, cultural exchange, and trade than fighting for your survival.
(That said, I did take some inspiration from works like Darkest Dungeon and Black Lagoon, and there’s still a major threat to the Skies in the form of the
Bird RomanApex Empire, so there’s plenty of room to be dark if you want.)Damn, I need this. Cool work, Ettin.
I backed the KS, but don’t see a coupon in my email …