Tales of Four Eyes

Rules


A Spirit of the Century Campaign

Core Rules

The main ruleset we'll be using  is the Spirit of the Century Core rules as defined in the Spirit of the Century Rulebook. The majority of these rules are available withing the Spirit of the Century SRD.

 Additional Rules

We'll be using the Comapanion Rules from Spirit of the Season. These rules are available integrated into the main SotC rules as:

Optional Rules

We will be using three optional rules from the Spirit of the Century Wiki:

 However for ease of access the rules in question will be repeated here.

Faster Conflicts: Reduce the number of stress boxes

by Fred Hicks

Give everyone a base of 3 instead of 5. Making the base 3, you'll encounter a setup where 5 stress boxes — the usual default for SOTC — is what *tough* people get. It should feel a bit more right.

Faster Conflicts: Change how consequences work

by Fred Hicks

Make the stress track work like this: when you exceed your stress boxes, you're taken out. Period. 

Consequences let you do this: reduce the amount of stress you take from a particular blow. Whatever's left over would get marked in the appropriate box on your stress track.

  • Take a mild consequence for a -2 to the stress dealt.
  • Take a moderate consequence for a -4 to the stress dealt.
  • Take a severe consequence for a -6 to the stress dealt. 

Suppose you have a 5-box stress track. Someone nails you massively, a 8 point hit. Taking a mild consequence isn't going to do it — that leaves you with 6 stress, still beyond your stress track. You have to take a moderate one, at least, to make it work, reducing the stress down to 4, and thankfully landing inside your stress track. You'd then mark off the 4 box. This breaks up the predictability of the mild->moderate->severe consequence path.

If you use any stunts that force a consequence on the target, it doesn't come with any of the normal benefits. So, if I hit you for 4 stress and spend a fate point to use some stunt to inflict a consequence as well, you're still taking the 4 stress… you have to use another consequence to absorb the damage.

Multiple Free Tags

stated by Fred Hicks & Rob Donoghue in Interview (also implied heavily here

The statement on page 84 of the rules which states:

"Finally, when dealing with a target that has multiple aspects on it due to assessment and/or declaration, it is not possible to use multiple “free” tags at the same time. On a given roll, only one “free” tag may be used." 

is a mistake left over from early days of playtesting when they were unduely concerned about the impact of free tagging on game balance. Not only are multiple free tags allowed - the are actively encouraged. The sentence should be changed to read:

"Finally, when dealing with a target that has multiple aspects on it due to assessment and/or declaration, it is not possible to use multiple “free” tags provided by a single player at the same time. On a given roll, each player can only contribute one “free” tag to the roll."

Thus when fighting Dr. VonNasty it is possible for Anne to knock him off balance (placing an 'off balance' aspect on him), Brian to trow petrol on him (placing a 'Petrol Soaked' aspect on him), Charlie to blind him with sand (placing a temporary 'blinded' aspect on him), a Derek to kick the blind, off-balance, petrol soaked Dr. VonNasty into the fire Derek set earlier during the combat without spending a pile of FATE points.

Official Errata

In addition to these rules the official errata are here