Professional Documents
Culture Documents
FÁBIO
SILVA
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ALINE MACIEL
PROOFREADING
Authority is Power.............................26
Receiving Help...................................................................27
Patrons and Organizations..............................................28
World of Strangeness........................32
Strange Science.................................................................32
Curses.................................................................................36
Extraordinary Powers.......................................................40
The Research
Whoever is behind the bizarre events surrounding the initial incident, they will
leave traces of their activities. If the target is intelligent enough (as in the case of
human cultists, or a wraith who maintained their level of reasoning after death, or
a wise monstrosity), they will be more discreet, striving to leave no trace of their
actions (unless they want to get the PCs’ attention, like a stalker seeking blood
revenge against one of them, or a serial killer creature, for example). They do this
by planting false trails, killing or limiting the capabilities of witnesses (threatening
them or their loved ones), covering up obvious traces of their passing, or going out
of their way to destroy physical evidence.
Supernatural Abilities
in Social Situations
Hunters able to speak with the dead, or read the spirit, mood, or thoughts
of the living, can use the same approaches to get answers more easily. This
could indicate that the player is making create an advantage rolls to produce or
uncover aspects of what people are thinking or feeling, or to build situations
conducive to a smooth interview (such as calming the emotions of a confused
spirit that doesn’t know it’s dead, or a victim who is in shock).
Related searches
Another traditional way to get information is through searches in books, old
newspapers, private collections or the internet. This can always provide new de-
tails about a hunt.
Hunters may need some privileges, such as having high resources or significant
status within society or among intellectuals, to gain access to banned sections in
public or private libraries or special books in private collections. The GM may
require a minimum Resource value or just an overcome roll, with the difficulty
around Great +4 to represent how special, and uniquely accessible, an exotic li-
brary can be (the player may need to spend some resource, like a free invocation or
fate point to get into the building).
These locations can range from public libraries (with rows of books arranged
in different floors and flights of stairs connecting sections to university buildings
with restricted sections underground), to secret religious libraries in the heart of a
city, neighborhood or sacred building. Even if you’re not a fan of flipping pages in
old books, this is still one of the most efficient methods, since not all human wis-
dom present in printed and handwritten pages has been digitized (in particular,
forbidden and forgotten books).
Digital research is the other alternative, as there has been significant progress in
adding information to digital media. Internet and private databases are the main
ways to get details about specific knowledge. Hunters can find a lot of things that
“leak” across the web simply by devoting a few hours of online research.
Having access to a private database is a special privilege. Government entities,
the military, the health care system, and private companies are some examples of
places where hunters need to have influence (or pretend to have) in order to get
their eyes on precious and exclusive knowledge, much of which never makes it
to the general public. If the hunters don’t hold special positions or don’t have
contacts and other means to pave the way for them, then the best alternative is
hacking. This can be as discreet as an ambush or as loud as kicking a door, but it
will always be difficult, making it nearly impossible to break into a private data
network without leaving traces of their passage — these groups regularly spend
millions of dollars on security enhancements.
Antagonist reaction
The most instinctive reaction of any intelligent creature is to fight for its life. This
means that it will try to attack back to kill or slow the opponent’s advance in an
attempt to buy time and space to escape, renew its strength, or call for allies.
In some cases, if a rational creature’s goals seem reasonable but its methods du-
bious, or if the hunters feel they are at a considerable disadvantage, there’s always
room for negotiation. Social scenes with a villain can be resolved only through role-
play or the GM can set up some contest round of skill rolls like Deceive or Provoke
(if one or more of the parties are lying in their proposals) against Empathy, Notice or
Will, depending on the approach of the counterparty. Other times the contest will
use Empathy or Rapport, when negotiation revolves around diplomacy.
If a negotiation goes wrong, hunters can still resort to blackmail or even threats
and a new round of roleplay or dice roll starts. Blackmail against creatures will usu-
ally involve giving it part of what it wants in exchange for mitigating, or completely
stopping, the damage it causes to hunters and what they stand for (there may just be
personal interest in this negotiation or the pursuit of the collective good).
Plagues!
In some stories, hunters will fight creatures that exist as the result of other
phenomena, such as viral plagues that make humans into zombies; alien in-
fection that turns people into slave soldiers; disease that is released during an
archaeological exploration or scientific study in forests never before touched
by mankind; a magical plague transmitted through rituals or mystical leaks
caused by the death of spiritual entities. The group may need to dedicate an
entire arc to survive and try to find a solution to the situation.
The first part of the story revolves around figuring out what’s going on,
perhaps trying to identify what the plague is, and then plotting a possible
solution. In the meantime, the struggle for survival is constant, with hunters
trying to overcome challenges, creatures, or even rival groups that compete
with them for the same interests. If any of the hunters are exposed to the
infectious agent, the story could take a completely different turn, with them
racing against time to save their companion.
Discovering a cure is the middle part of the story, with hunters invading
places, traveling, facing resistance, and overcoming the difficulties that the
situation can cause. The final part is them trying to neutralize the story’s
villains to finally start distributing the cure.
Cross Genres
There are hunters in all places and times. With a little creativity, the GM and play-
ers can think about how they could create a group of hunters in the cyberpunk
era to hunt down cybernetic anomalies or biotech monstrosities. In classic themes
like Vikings or Fantasy, the culture is full of mystical beings or cursed sorcerers
that summon spirits and entities that will call the attention of hunters when their
actions affect the towns and cities they pass through.
You can check out other Fate Plus issues, such as Cyberpunk, Dark Fan-
tasy or Vikings, to go even deeper into the details of your campaigns, mixing
ideas and genres.
Strange Science
Steaming alchemical flasks, shelves filled with forbidden books, and experiment
benches fill inventors’ laboratories. These people, or beings, focus their efforts on cre-
ating new devices, solutions, or inventions from scratch that are capable of stupendous
(or monstrous) wonders.
When we talk about an NPC, ally or opponent of the hunters, they can create what-
ever is convenient for the story to continue working, within a dramatically appropriate
time frame. Getting the ingredients or tools for their allies to craft exotic items can
be the subject of an adventure if the hunters need the invention to be made to over-
come a challenge or face off against a creature, for example. For intelligent monsters,
the search for those necessary props for their next creation can be the reason for their
heinous actions — people need to be sacrificed, or parts of the world destroyed, to get
the raw materials or energy needed to build whatever the creature wants (and that’s
where hunters come in to try to save the day).
After getting the necessary items for the great invention, there will still be produc-
tion time for it. In cases of scientist PCs, the GM will require a roll (perhaps more suit-
able action is create an advantage of Crafts) for artifact production only if time is short,
such as when they require such an item to prevent the villain from making the next
move in their macabre plan. Perhaps the GM can create a villainous reprisal invasion
scene as the hunters try to defend the scientist PC whose player desperately throws
dice to finish off the device before the creature’s henchmen get their hands on it.
In the case of a monster NPC who has just managed to collect props to create a new
invention, the consequences of such an act begin to show for the PCs. Earthquakes,
rampant mass behavior, climate change, major heists, or widespread panic show them
that the creature managed to do what was needed to bring out their coveted item and
now the effects of it already affect reality; the hunters need to act. The story could be
about the hunters following clues, facing obstacles and opponents to finally find the
monster in possession of their new toy. Will they arrive in time to prevent the invention
from reaching 100% of its full strength or will they face the creature with full power?
These props can take the form of an exotic mechanism, such as a machine that
makes spirit creatures visible, or even imprisons them; cybernetic implants (see Fate
Plus Cyberpunk for many ideas like this one); wacky weapons; or any other out-of-
the-box idea. The artifact can be written as an aspect, stunt, or extra. It could have its
own sheet, or it can simply follow none of these rules and have its characteristics uni-
form, creating effects freely. Notice how some of the examples below can make a bad
impression on hunters, if they discover artifacts of such power in the hands of those
who apparently fight on the “side of good”.
Curses
Curses are supernatural effects as a price for a condition. A curse can be attached
to a person, object, or place and can be passed down from generation to gener-
ation, or forced upon a target. In general, it is something unwanted, but there
may be cases of corrupted heart individuals who seek a curse, willing to sacrifice
themselves and everything they love for it.
This damned condition is usually not something that belongs to mortals, but
rather to powerful spirit entities. Those who bargain with these beings (warlocks,
sorcerers, shamans, etc.), however, serve as a bridge to the material plane for these
creatures to be able to unleash their misfortunes upon the earth.
A curse may be traditional, like the vampire’s blood that carries great power
(but they are eternally cursed to murder by bloodlust and live in the shadows of
night, the scum of the underworld); Or more exotic and personal, created exclu-
sively for a specific target according to their actions or the desire of the one who
plagues the person or place. A manor can give life to the thoughts or lock up the
spirits of those who die within its territory, while one can be cursed to see visions
of death from anyone they look directly in the eye. The reason for being cursed
could be from displeasing someone capable of casting such an effect on the target,
to invading a profane or sacred place, or possessing an impious artifact.
The origin of a curse itself must be something deep in the plot and not just a
fluke — this is too powerful a story element to be treated as just another detail.
An entire story, or even an arc, may be needed for hunters to understand, control,
stabilize, and treat the curse; and even so, they may have to deal with the conse-
quences of what this misfortune has left in their lives.
The reverse is also true: blessings can exist as antagonists of curses, with holy people
acting as intermediaries for benign entities who wish to bless a person, place, or item,
whether to grant special powers, protect against misfortunes and curses, or cure con-
ditions. Sometimes this is represented simply by a holy place, a haven of protection,
where hunters will feel safe or even able to escape severe spiritual conditions.
The GM can use the curses below in opportune situations, in favor or against
the hunters, in moments where the story can take new directions, as perhaps they
need to divert their attention to convince someone to help them, whether to curse
something or someone or cure an inconvenient that has been cursed, or seek bless-
ings throughout the story.
Cursed Word
This curse is invoked against a target by a servant of evil entities that begin
to jinx the target.
How it transmits: Before their last breath, a sorcerer can sell their spirit
as a bargain to evil spirit entities in exchange for the power to curse some-
one’s life. They utter the words “The omen of death will follow you”.
Curse: The cursed target only gets +1 or can only reroll two fate dice in-
stead of four when invoking any aspect. Furthermore, the target cannot use
free invocations whether they are created by themselves or by others.
Cure: The curse is cured if the target encounters and destroys the spirit of
the person that set the curse, or if the target fills all of its physical stress and
consequences boxes with blows from a cold iron weapon.
Scary Scenes
It’s not about finding a mutilated body, seeing a strange reflection, or other kinds
of fears that affect ordinary people — hunters are more than that. Only when
hunters are surrounded by tension (and they can see how quickly things can go
against them, losing control of the situation to something disastrous) that they
can feel a hint of fear take over their body and mind; at those times, the heart can
speed up and a tremor of despair runs through their body.
Even the bravest among the hunters can shake when unexpectedly encounter-
ing a creature or when they are outnumbered; if the monster turns out to be com-
pletely different from what they expected; or when facing really terrifying scenes
(such as a vampire’s lair with all the walls covered with the viscera of their victims).
If there is a creature involved in the situation, the GM immediately rolls to cre-
ate an advantage, using the most appropriate skill or approach (usually the one
the monster uses to attack physically or mentally). For example, in Fate Fantas-
tic Creatures, this action would be Horrible for many creatures, but it could be
Violent, for beings that frighten because of their ferocity. Everyone who sees the
creature must roll defense from Will, or they are Shaken by fear and the crea-
ture and its allies have a free invocation (two if it succeeds with style).
If there is no creature in the situation and the hunters are dealing with a grim
scene, the GM rolls Shaken by fear +2 against everyone who witnesses the mis-
fortune. This is a situation aspect that becomes a skill, as in Fate Toolkit, p. 26,
Aspect Only. Everyone witnessing the situation must roll defend from Will, or get
the shifts into mental stress — the GM judges whether creating the situation as-
pect Shaken by fear with free invocations for possible enemies is more interest-
ing than causing mental stress.
The situation aspect or mental stress shifts represent the initial impact that the
situation has on the hunters. But this shouldn’t limit them in any other way than
the traditional one: opponents can invoke this aspect against them, the GM or the
players themselves can think of ways to compel it. Characters will still be active,
not whining cowards.
Time Tightens
In a hunt, the clock is always ticking; a sense of urgency is a key element to a
tense scene. Even though the story is just about finding and killing a monster,
focusing more on the conflict than the investigation, the hunters have to feel that
things could get worse soon, otherwise they might just want to take a leisurely
walk around, one step at a time towards the solution. Show them that the story is
not a relaxing stroll, but a frantic race.
Maybe what’s at stake is something that literally demands time, like a clock de-
vice, but there are lots of interesting ways to imply time in a situation. People
cursed by demons who die exactly seven days after hearing the creature’s voice;
a virus that turns someone into a zombie in about three or four days; a magical
condition that makes someone invalid when the night comes (like becoming pet-
rified, turning into some kind of creature, etc.).
In other cases, how much time hunters have may not be very clear. When will
the creature get hungry and attack again? A serial killer monster that performs
experiments to reproduce its own kind may need new victims at variable intervals.
In any case, the GM should write some squares on a piece of paper that repre-
sent the time stress. If the hunters know exactly how much time they have before
something disastrous happens, this paper will be at the center of the table, in plain
sight. If time is uncertain, and they have no way of knowing when the monster’s
next move will be or when things might turn worse in some way, the GM should
keep the time stress a secret.
Each square represents a variable amount of time, depending on the urgency of
the situation. If they represent the creature’s next move, perhaps showing its hun-
ger or the execution of evil plans, the GM may use three squares, with each square
being a scene. This format is ideal for one-shot adventures; hunters will have three
cutscenes to figure out what’s going on and resolve the situation. These scenes can
be divided as follows: one for investigation, one for deduction and puzzle solu-
tion, and one last for the final conflict (but the GM can come up with different
ideas). If Hunters finish a scene without solving the proposed situation, it means
that they will be running out of time to solve the next (maybe they need to divide
Mysterious Situation
Aspects
In an investigation story, revealing supernatural mysteries too soon could break the
mood of the game. The unknown must become a long-term fear, an anxiety that
something is about to happen at any moment and players need to act fast. This
A Familiar World
Often, hunter stories take place in the modern world, which makes life easier for
the GM, as players will be familiar with the geography, politics, and situation of
the current setting. The GM will only need to think about the supernatural ele-
ments of the setting and find ways to present this through mysteries that slowly
reveal the truth of the world to the hunters.
In an initial conversation, the group defines what common elements they want,
as the players’ hunters will define some truths about the setting through their
character aspects. Each one of the participants can bring up some references from
books, comics, movies, or TV shows that they would like to live in the stories of
the game. “It’s like Hellblazer meets Supernatural” or “It’s like The Office meets
Buffy” are some statements that may come up to guide the GM regarding the
world and scenes they will build, and which characters the players will create.
Mortal society
Among humans, some will become an obstacle that needs to be overcome, either
because they want to impede the advance of the hunters or because they are incon-
venient and are in the wrong (or right) place, at the wrong (or right) time.
Cultists
There are humanoid creatures that retain their appearance and consciousness, being
able, in some cases, to pass for humans. This is common among sorcerers, vampires,
necromancers, demons who possess people, and so on. They infiltrate society and
initiate their movements to gain followers, amplifying their strength and influence.
The groups formed by these cultists can be as simple as a gathering around a
small table, or as large as a corporation or various levels of command inside the
government or the military. The larger the group, the greater its influence in soci-
ety and power of attack and defense; but it is more difficult to control traitors and
prevent information leaks.
Connecting Parts
Creatures, groups, societies, allies, minions, and everything in between, ally them-
selves through selfish motivations to achieve their goals. Their ideas may seem
noble, but their actions to conquer what they want will always be catastrophic
— and it’s up to the hunters to stop them from continuing to act like this (even if
the characters also have selfish reasons).
The GM doesn’t need to think too much about these details initially, as the
hunters don’t know what’s really going on. New ideas can be added whenever the
characters’ actions cause interesting twists — they’ve injured police officers while
fleeing a graveyard when they were hunting ghouls? Well, maybe the sheriff has
some relation with the ghouls, or he’s some kind of humanoid creature (a demon
who created ghouls to distract hunters from what’s really going on) and will now
keep an eye on their actions. The secret is to take notes on any idea, even if it seems
silly, and add it as the plot provides exciting loopholes for it.
Rising Threat
The GM should be aware of the ‘rising threat’ factor, an increasingly powerful en-
emy that appears as the previous one has been defeated by the hunters — they de-
stroy a monster and now face its former master, and the even older one after that,
and an even older and more powerful ancestral master, in a never-ending cycle.
Rather than just thinking about how powerful each enemy will be, the GM
should provide opportunities for hunters to become more famous or influential
(even if this only happens in the underworld of hunters and monsters), providing
more important and exotic quests instead of more powerful monsters. They may
have destroyed a powerful werewolf, but they will have to go through the dream
world to get a relic for their next hunt. Perhaps their next opponent is a fairy who
Campaign Seeds
These ideas provide a summary of situations, places, and people that the GM can
use in combination with information from the hunters’ character sheets, creating
personal ties with the background to create depth in the story.
Perilous nights
Issues aspects: Supernatural gang warfare; Where is Thurva?; Pain
in the ass sheriff on everyone’s tail.
Two gangs are fighting over a territory that was once dominated by Thurva, an
angel reincarnated into a human, who declared her territory free of drugs and
violence, but who mysteriously disappeared after an apocalyptic dream. The first
group, the Night’s Claws, is led by a werewolf who controlled its wolf population
that is willing to create new werewolves to have more attack strength and win the
war and take over the neutral territory. The second group, the Persecutors, are just
humans and know nothing about the supernatural, but are armed to the teeth and
have infiltrated contacts in other neighborhoods and groups in the city. The local
sheriff is inclined to believe in the supernatural, and doesn’t know how to control
the situation and fears the worse.
Places and people of interest
Thurva (Millennial angel; I know the secret of all things) kept a small
building, a bookstore that also runs a coffee shop, called Flavors of the Other
World (Mystical bookshop; Building with angelic magical secrets).
It was also her home on the upper floors. Mystique (Half an angel; I know
more than I look), a human and angel half-breed, fragmented daughter of
Thurva, has closed the establishment and frantically investigates the disappear-
ance of her fragmented mother — in this setting, angels reproduce by cutting a
part of themselves and that fragment becomes a new angel through the centuries.
The Night’s Claws (Werewolf gang; Ambitious and fearless) are led by
a werewolf named Irontooth (Leader without mercy; No place for the
weak). It runs the Golden Kings (Casino front for organized crime; Se-
curity is never too much), a casino where local criminals meet, embezzlement
of money take place, drugs are traded, and so on. Irontooth wants to expand its
territory to dominate the Thurva neighborhood, taking advantage of her disap-
pearance and creating new werewolves. Boneclaw (Ancient wisdom; Commu-
nication is the path to peace) is an ancient werewolf who disagrees with
Irontooth’s way of acting, as it believes that Thurva is a powerful supernatural be-
ing (nobody knows, yet, that she is an angel) and that she will seek revenge if her
territory is invaded. Boneclaw has Irontooth’s respect only because there is a law
among them that the elders must become the leader’s advisors, like a king’s hand
(Irontooth is increasingly impatient with Boneclaw and there are internal con-
flicts that divide the pack, some siding with the leader and others with the sage).
Local sheriff Allan Balmore (Justice must prevail; Inclination to be-
lieve in the supernatural) was hot on the trail of the Persecutors (Gun
smugglers; Network all over the city), a local gun-smuggling group,
Zealous
You are dedicated to a supernatural creature, such as a god or spiritual being, who
aims to fight the forces of evil. You are a spiritual weapon in an invisible war. Your
mystical training allows you to identify and fight supernatural threats, making
you an essential member of any hunting party.
The player can customize the zealous according to the specialty they had during their
apprenticeship time. They don’t have to be a faithful priest or a religious fanatic. It’s
important to consider that they have faith in something and that they strive to meet the
requirements of the being they worship and how that affects their character aspects.
A humanized faith will preach about charity, companionship, trust, loyalty, re-
ward, and wealth (material and spiritual). These religions share a code of conduct
and beliefs among their followers or even between different groups, which may
have some points in common.
A primitive faith is full of superstitions, archaic rituals and natural spirits. Note that
some religions treat these elements with respect and fear, while others use them as tools.
The player can find a middle ground between these two types of faith, seeking
inspiration in real religions, or creating, throughout the adventure, the details of
their faith, its demands and rewards.
Fate plus 56 MONTER HUNTER
Suggested aspects
My patron blesses me; Mystic talents; Revealing hypnotic trance;
Uncommon bravery; Wisdom of a cleric; Contacts in the under-
world; I’ll fulfill my fate; I am trustworthy; Fear does not afflict
me; My guardian angel is by my side; I bear the pain; I have a greater
purpose; My patron is not from this world; Prophetic revelations;
Soft temperament; Fate is in my favor; Sharp senses to the super-
natural; Mystic allies; Animal friends; My charisma attracts peo-
ple; I know how to deal with insane people; My memory does not
fail; Supernatural insight; Language scholar; Infallible reflexes in
combat; I have a remarkable voice; Flawless reputation as a cleric;
Healing knowledge; Something bad is about to happen.
Suggested troubles
My faith is my ruin; My discipline is my guide; I have a duty to [DE-
SCRIBE A DUTY]; I always attend to a plea for help; I have a chari-
table heart in a dark world; I must attend to the higher calling; I
trust everyone; I need to obey my code of honor; I am fanatic about
my faith; I am the owner of the truth; I have an innocent honesty;
Intolerant to those with different faith; My wealth belongs to my
god; Abstinence brings power; Terrifying visions; Celibacy is part of
me; Temper hard to deal with; I make enemies wherever I walk; Se-
cret sins; Emotionally insatiable; Self-flagellation is the clearance
of the mind; Real nightmares; My inattention puts me at risk; People
stigmatize me; My work is addictive; My stubborn is contagious.
Skills
Academics is a skill suited to zealous well-versed in studying human scientific fields,
as some religious may have backgrounds related to specific areas of knowledge such
as theology, history, archeology, and so on. Will is essential to having the necessary
willpower and resisting the temptations and mental blows of the supernatural.
Fate plus 58 MONTER HUNTER
Suggested aspects
Sharp reflexes; Specialist in automatic weapons; My luck is with
me; Fast reload; A born tactical leader; Bravery stamped on my
face; I fell the danger; Efficient dodge in close combat; Resistance
of a bull; Unbeatable courage; Perfectionist; Body in shape; Out-
standing strength to lift; Ambidextrous; Combat training; My pa-
trons are my new parents; Accelerated metabolism; Resistant to
[DESCRIBE A CLIMATE OR SITUATION]; Fate is in my favor; Think
fast; Silent step; Bond with my weapon; Wild instincts; Great sense
of direction; Accurate senses; Drug tolerant body; Allies every-
where; This is my destiny; A born survivor; Cat eyes at night; Used
to exhaustion; My reputation precedes me.
Suggested troubles
Indomitable temperament; I want blood!; Code of honor; I CAN
destroy any creature; My belief is supreme (patriotism or religion);
In my heart lies the greed; I have flashbacks; My honesty slows me
down; Act first, think later; I’m always on the edge; My trust is my
best quality; Addicted to illicit substance; I like to inconveniently
prank others; I do not care about feelings; I’m very unfriendly; Un-
pleasant companies; Fate is not in my favor; Blame for my past; My
envy guides my principles; Pleasure to kill; Terrible nightmares; I
am inattentive; Almost always a disaster; Hateful personality; Bad
reputation; I have to do my duty; Stubborn like a wild animal; Cu-
rious as a cat; I am always truthful; I fell into poverty; Never kill
a human being.
Skills
Lore (Occult) is an interesting skill for a wight to know their origins and understand
about the underworld, monsters, their strengths and weaknesses, other planes, and
supernatural elements of the setting — Academics can serve as a complement to
this. Will can be essential if the wight needs to resist any temptations of their condi-
tion, such as feeding on humans or turning into a monster at an inappropriate time.
If the hunter’s focus is on conflict, it’s important to have skills like Athletics,
Drive, Fight, Notice, Physique, and Shoot in the character’s pyramid. Inhumans
Hacker
The hacker knows how to use technology in their favor and improvise, and may
even find all this nonsense about the supernatural and superstitions a waste of
time and resources. They believe it’s just technologies that we still don’t under-
stand (and they are on the right path to prove it). Their passion for technology
makes them want to solve problems in the most scientific and technical way pos-
sible; why exorcize someone if there are synthetic drugs, ultrasounds and electro-
magnetic waves that cause physical, hormonal and emotional changes capable of
reaching dimensions unexplored by our senses?
Hackers are people who manage to modify things around them according to
their experience and knowledge; they don’t necessarily have to be the person in
front of computer screens and smartphones surfing the internet to perform their
smart moves. They might be technicians that create machines, gadgets, tools,
weapons, or even improvised medicines to achieve desired effects — a few elec-
tronic boards here, a few electrical currents there, a toolkit to put everything to-
gether, and you can either be cured or get control of a car remotely. But nothing
prevents them from being network specialists, as we are used to associating with
the word “hacker”.
Somehow the hacker will have to have access to technological gadgets. They can
be bourgeois spending their wealth on computers and sophisticated tools or vul-
tures who get their best gear from junkyards, smuggling, and other illegal means.
This is the most common path for inventor hackers, who merge objects, parts, and
accessories to create new and unusual devices. Some among these artificers can
create extraordinary things that border on magic — a good chance for the GM
and party to develop a power system based on advanced technology, following
inspiration from this issue’s article The Power of the Blood or others power systems
published in each of the Fate Plus zines.
If a hacker is an expert in networking and technological manipulation, they will
need equipment that they can carry around in a backpack, small suitcase, or the
back of a car. This includes computers, keyboards, network connection devices
and other paraphernalia that allow them to break into wireless networks or con-
nect to cables on a local area network to gain access to remote computers, cameras,
security systems and other technologies. In some cases, this is the least risky way to
find more about a monster or break into its lair.
Some may have combat knowledge and be good at resolving tense situations
(they are hunters after all), but maybe that’s not their priority if they don’t stand
in the front rows and rely on their hunting partners to back them up when things
get tough in that regard. If the hacker is an inventor, they may have created their
own improvised and exotic weapons, which initially surprise the adversary; or
they may simply resort to traditional and reliable melee weapons, firearms, or fists.
Suggested aspects
Hacker who knows how to do things; I manipulate technologies;
Improvisation is my specialty; Superstition is for the weak; The su-
pernatural is unexplained science; Technologies are the new gods
Suggested troubles
Technological compulsive; Drug addiction [specify drug]; Absti-
nence from electronics; Distracted by lights; Curiosity can get me
into trouble; Technology is the only solution, THE ONLY!; Combat
leaves me shaken; I can’t work under pressure; Inconvenient behav-
ior; Impulsive; Money is my price; Nobody touches what’s mine; Low
self-esteem; Predictable behavior; Addicted to the hunt; Intoler-
ant of superstition; I envy those with more wealth [or define other
factors]; Hot head; Lousy sense of humor.
Skills
Crafts is undoubtedly a great skill for hackers who often use tools to make changes
to hardware or who develop their own devices. Burglary and Stealth are essential
for invading or circumventing systems and places, as well as Contacts to always be
up-to-date with what’s going on in the underworld, corporations, governments,
or the military. Deceive can be useful in situations where the hacker needs to mis-
lead people about their intentions, especially if caught in the act.
Investigate is a good option for scouring databases for relevant information,
while with Lore they may specialize in the occult. The hacker may want to know
how to defend themselves if they are cornered and their fellow hunters are not
around to help in a combat, so having Drive, Fight, Notice, Provoke or Shoot
is a good option. Empathy and Rapport are only needed if the player thinks of
their hunter as sociable, perhaps having dual identities and needing to keep up
appearances in society.
Resources
You are always well-equipped for a hunt, and you can search your tools to find
something to use at an opportune moment, such as when suffering (or launching)
an ambush attack, attacking or defending yourself against an enemy.
o Overcome: You manage to get out of situations in which pulling some-
thing out of your pocket, backpack, or car trunk might be the solution.
You might have equipment stashed away that even your teammates don’t
know about and that you might not even remember(until now).
c Create an Advantage: You get gear on the fly that will help you and your
allies or complicate your opponents’ lives.
a Attack: You can create a stunt describing how you can pull a potential
weapon from an unexpected place during a skirmish to use Resources like
Shoot for a ranged attack or Fight for melee (but not both — it would take
two stunts to cover each type of attack).
d Defense: You can create a stunt to defend yourself during a conflict, using
Resources like Athletics or Physique to defend against attacks from Fight.
If the player is really creative and thinks of a piece of equipment that would
help defend against Shoot attacks (like wearing a vest or something), the
GM should discuss with the party if a permission should be granted.
Stunts
Surprise!: You have hidden weapons that allow you to use Resource instead of
Fight for attack actions, taking blades out of boots, wearing vests hidden under
your shirt, and so on.
Unexpected Defense (requires Surprise!): You use your hidden blades to
use Resource instead of Fight to defend against Fight attacks.
Rolling Resource
During a story, things can quickly go wrong against
hunters; thinking fast is the easiest way to get them
out of an unforeseen situation. If they have the
right equipment, everything can be easier.
In the research phase of the hunt, they may
roll Resource to see if they have (or are able to
access) quality computers, smartphones, or ra-
dios to facilitate research and communication;
backpacks or suitcases to carry evidence, espe-
cially if they need to grab a lot of items from
a scene before authorities arrive; vehicles to
move faster; spy cameras or surveillance equip-
ment to keep an eye on what is happening in
a specific location; basic items like first-aid kit,
flashlights, lighters, clocks, compasses, toolbox,
etc., especially if they need to go in a mission in
a hurry.
Exotic gear also requires a Resources roll to be
available in the scene. The GM can set the difficul-
ty depending on whether the equipment is common
for the hunter to possess (for example, mercenaries
might easily have explosives and scientists might have
a small laboratory for quick tests in the trunk of their
cars). These items may include break-in and demoli-
tion equipment such as explosives, master keys, and
detonators; laboratory items, such as boxes and tests,
sample collections, or chemical compounds; weapon
accessories such as silencers or sniper vision; advanced
medical equipment such as a surgical kit, body pres-
ervation chemicals, or defibrillators; as well as general
items like disguise kits, climbing equipment, night vi-
sion goggles, glow sticks, etc.
Resolutions
When rolling for Resources, the success level determines
the item’s availability, and the action shows how the
hunter is using the item. The players can declare what
they want to do and the GM, together with the group,
can judge whether it is an overcome roll, create an ad-
vantage or another, in addition to setting the difficulty
between Average +1 and Good +3, depending on the
complexity of the roll and the equipment’s rarity. Any-
way, suggestions for possible resolutions are:
Writing equipment
These rules assume that no one will need to make an equipment list; maybe just
short notes on each Resource roll. The players don’t need to specify which items
they have, just make a Resource roll if any item seems too relevant to resolve a
situation in the scene.
This does not prevent the group from creating lists, resource stress lines, or
even giving special attention to some equipment, such as writing them as aspects,
stunts or extras, giving them their own sheets. Just make sure you want this kind
of complexity for gear if it really becomes something relevant in the story.
Special equipment as
Resource stunts
Extraordinary or exotic resources should be given special attention to represent
their rarity or unusual condition. They may simply be unique technologies or
mystical artifacts. In the story, these items are not easily available to everyone,
but only in dirty markets, through favors from patrons, or pacts with people
and entities.
Mysticism
Grimoire of Mystical Texts: You have a grimoire of simple rituals that helps
you in some situations in your routine. You get +2 on Resources to overcome
social aspects by saying magic words, performing gestures and using items with
mystical meaning, such as herbs and gems, while reading and viewing the words
and symbols in your spellbook. It will either make people a little friendlier or
manipulate fate so that someone has to move away from you to resolve another
situation that suddenly arises.
Holy Ointment: You have access to a mystically sacred plant (discuss details
on how you conserve this plant, or have underworld contacts to replenish your
supply). You can use Resource to heal a physical or mental mild consequence
(roll against Fair +2) or initiate the healing process of a moderate (roll against
Good +3) or severe consequence (roll against Great +4).
Holy Symbol: You have a symbol that has been enshrined as sacred over the centu-
ries. You get +2 to Resources to create an advantage against a supernatural creature
that is in the same zone as you with the intention of manipulating or scaring it away.
Holy Attack (requires Holy Symbol: You can use your holy symbol to
mentally attack targets in the same zone or the one adjacent to you, using
Resources with a +1 bonus.
Holy Weapon: Your weapon has supernatural characteristics that make it ex-
traordinary. You can use Resources in place of Fight or Shoot (choose one of the
two or create a second stunt to accommodate the two skills) to attack incorpo-
real supernatural creatures and get +1 to the roll.
Mystic Hunter’s Briefcase: This case contains scrolls with sacred writings,
blessed waters, symbols, and stakes to face the supernatural. You get +2 Resource
to create an advantage in trying to restrict a creature’s movement (defend with
Will). It will be paralyzed in the same place until it finds a way to get rid of the
aspect you created through your roll (it can try a Will overcome roll to get free).
From Generation to
Generation
The rituals of releasing blood were lost over the centuries, but the consequences
of performing them continue to this day, like a genetic disease that is passed from
mother to daughter.
A blood sorcerer finds themselves in this condition as a consequence of their an-
cestors’ actions. This does not mean that everyone with awakened blood in their
veins will become a sorcerer; many can live long lives without even suspecting that
the strange events happening around them are due to their dormant mystical abil-
ities. The most curious and thirsty for power, however, investigate the causes of
these events to gradually release the gift that is within them.
To create a sorcerer character using this power system, the players need
to write a character aspect explaining the origin of the hidden power in their sor-
cerer’s blood (My mother was a powerful sorceress who disappeared;
I wish to find the source of my blood power; My blood boils with
mystical strength) and add the Lore skill somewhere in their pyramid.
Strings of Existence
There are five strings of existence that sorcerers have studied for centuries, as well
as legends about the sixth and seventh strings: a mystery held by the universe that
has yet to be revealed to mortal senses. Each string encompasses some field of exis-
tence, such as strings that control matter, spirit, time, space, and more.
By mastering the ability to handle, create, and change such strings, the sorcerers
will have in their hands a power that can completely change the stories of their
lives, those around them, or even existence.
• If Lore is at Average +1 or Fair +2, the character has minus one physical stress box.
• If Lore is at Good +3 or Great +4, the character has minus three physical stress
boxes.
• If Lore is Superb +5 or higher, the character has minus three stress boxes and
minus one physical mild consequence.
This means that Lore causes the opposite effect of the Physique skill, according
to the Fate Condensed, P. 12. The player can add the Physique skill to their pyr-
amid to mitigate this effect.
Every character starts with three boxes of physical stress. Aline adds Lore
+3 to her skill pyramid, which means she now has minus three boxes of
physical stress, leaving her with zero boxes — that is, she will only have
consequence slots to receive physical stress during a conflict.
The ladder
After the players declare what effect their sorcerer wants to achieve with a Lore ac-
tion to perform a spell, the GM judges how difficult it will be for them to attempt
this. We can use the ladder as an example:
Spell variables
When the GM sets the difficulty to cast a spell, common situations should be taken
into account, such as when the caster tries to affect a single target that is in the same
or adjacent zone and the spell’s effect is instantaneous or lasts for an exchange.
Extraordinary difficulties
Spells are the result of literally burning the sorcerer’s blood. The more powerful
the effect of a spell, the more blood will be burned, and this can lead to significant
physical damage if sorcerers want to accomplish something great and still do not
have enough skill to manipulate the strings and minimize damage to their body.
If the DIFFICULTY to cast a spell is greater than the sorcerers’ Lore
level, they will receive that difference in physical stress.
Kia decides she’s going to try changing the appearance of her face by
performing a Lore create an advantage (weave) action with the primary
strings, to try to lose her pursuers in a crowd. The GM sets the difficulty
to Great +4, as this breaks reality significantly with multiple witnesses
around. Kia has Lore Good +3, so she gets 1 physical stress, as the difficul-
ty is 1 more than her Lore level (if the difficulty was Superb +5, she would
get 2 physical stress, and so on). She rolls the dice for a total of Fantastic
+6; a success with style! She creates the situation aspect Common face in
the crowd and receives two free invocations.
• If Lore’s action for the spell is overcome and the player fails, the effect
doesn’t happen, but the player can choose to succeed at a higher cost or suffer
physical stress equal to the shifts for which he failed. On a tie, the cost of suc-
cess is lower. This cost can be: the spell takes place, but creates a boost in favor
of the opponents or that hinders the sorcerer (if there are no opponents).
For example, they create fire, but the sorcerer has no control of its targets;
they can shape water, but it becomes non-potable or they manage to broaden
their senses, but get vertigo. If successful, the effect happens as desired and on
a success with style the sorcerer gets a boost.
If sorcerers receive physical stress for choosing a success at a cost, these rep-
resent the same blood burning their body from the inside out, with a strong
feeling of fever and sudden heat, which turns into burns if they receive any
physical consequences. The same applies in the case of powerful spells with
extraordinary high difficulty. More details on receiving stress for failing, low-
er and higher cost in Fate Condensed, p. 16-17.
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