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ADVENTURES Issue #2
The Heart of Fire
This issue is only possible thanks to the support of these incredible people on Patreon www.patreon.com/fateplus FAIR Alexander Corbett Jaime Tobar Tom Lutz AVERAGE Frédéri POCHARD __skwrl__ Gustavo Campanelli Adam Jochen Linnemann Alex Clarke Joe Trzos Amazing Rando John Rogers Anders Jonsson Jonathan Korman André alias DD KP Arthur Green Marcel Wittram Ask Charly Leetham Martin Deppe CH Fl Michael Bowman Charles Evans Mitchell Evans Chris Jahn Phil Groff Christian Häusler Rachael Hixon Christophe Fontaine Rob Meyers Daniel Gallant Robert Slaughter Daniel Laubersheimer Serge Beaumont David Goodwin Shain Edge David Lawson Simon White David Morfin Stefan Feltmann Don Arnold Steve Stone Emanuelle Delfino The Roach Ernie Sawyer Thomas Balls-Thies Evil Hat Productions Explorations of the Ethereal Thor Sundqvist Ty Volpo Society William King Filipe
ISSUE 2 — 2018, NOVEMBER FÁBIO SILVA CONCEPT — WRITING — LAYOUT — TRANSLATION ADAM NESS PROOFREADING © NADIIAZ COVER
PARTNER
Fate Plus and Fate Adventures is ©2018 Pluma Press. Fate Plus and Fate Adventures and its texts are licensed under a Creative Commons Attribution 4.0 License International. To view a copy of this license, visit http://creativecommons.org/ licenses/by/4.0/ That is: use it at ease, but give the credits :) Read it here! When performing a work that uses something derived from this publication, attribute of the form follows “This work uses as base the article [article name] published by Fate Adventures, Issue #2, by author [author name] and is licensed under a Creative License Commons Attribution 4.0 International. http: // creativecommons. org / licenses / by / 4.0 / The arts and layout belong to their respective authors and all rights to these elements are reserved to them. Contact them for use permissions. This work is based on Basic Fate and Fate Accelerated (found at http: //www.faterpg.com), which are products of Evil Hat Productions, LLC, created and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks and Rob Donoghue, and licensed under a Creative LicenseCommons Attribution 4.0 International. http://creativecommons.org/licenses/by / 4.0 / The FATE CORE font is © Evil Hat Productions, LLC and is being used under permission. The four stock symbols were designed by Jeremy Keller
EDITORIAL
Fate Adventures is becoming popular and people use them for their Fate games on weekends or at events. We will continue to bring more unique and quality content to all of you. In this issue, Daniel write a super Steampunk adventure. +4 to all of you. Fábio Silva
CONTEÚDO The Burning Ore ...............................................6 Scene 1: Dangerous road ................................7 Scene 2: Scalps & Arrows .............................. 11 Scene 3: The Desert Fox ............................... 13 Scene 4: The Burned Village......................... 15 Scene 5: The Abandoned Mine..................... 17 Scene 6: The War Machine ........................... 21
THE HEART OF FIRE A ONE-SHOT ADVENTURE OF ACTION AND DRAMA IN THE STEAPUNK ERA By Daniel “Jan” Firmino The Heart of Fire is a steampunk adventure set in the Old West (19th century). Several steam powered machines, including conscious automata, are reality and are part of daily life. The rise of cities collided with the traditions of indigenous tribes. Disputes over territory are constant. Justice is maintained by the Sheriff and Patrolmen, who routinely confront the outlaw.
THE BURNING ORE During the expansion of the railway, mineral that emanated energy were found. Engineers and mechanics developed various means of transport that used this ore as an energy source, which became known as Burning Ore. The furnaces began to be fed only with it, allowing the development of compact transports, like the Steam Wagons. There are many types of burning ore. Most notable is “Heart of Fire”, which pulsates and emits a pleasant aura. Even more interesting, when burned in a steam engine it empowers them with awareness. Quickly, automata were created, resulting in a “technological evolution” for that time. The main automata are: • Mechanical Stallions: mechanical horses built to help cross difficult terrain. They are rebellious automata, difficult to ride and choose their own master. The FATE ADVENTURES #2
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cowboy that is rejected by a Mechanical Stallion, when riding, receives the temporary aspect Rebellious mount. • Iron Arms: humanoid automata that perform arduous activities, but there are models for everyday activities such as drivers, bartenders, security guards, machinists, and so on.
REFERENCES Steampunk adventures require a visual appeal. For inspiration before the first game, the GM might try films like the steampunk western “Wild Wild West” (1999) and the action blockbuster “The Lone Ranger” (2013).
INTRODUCTION TO PLAYERS The PCs are Patrolmen, a police force that follows orders from the Agents of Justice. They have authority to operate in various cities and, at the beginning of this adventure, are following the daily life of Oklanville, a sprawling city that attracts investors and thugs seeking an easy life. Adventure Aspects: Conscious automatons and steampowered means of transportation; Gunpowder, arrows and ores; The progress of the railway and the destruction of wildlife; Shootouts at high noon
SCENE 01: DANGEROUS ROAD Oklanville is an expanding city, bringing together people who seek to change their lives. There are several places that need workers. Automatons are valued. The Iron Arms is the main labor force used in the expansion of the railway line which always require repairs. Near the city there are no natural reserves
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of burning ore. Studies reveal that in the canyons there are places that can be explored, but the territory is dominated by the Ceroth tribe and the presence of the miners has caused several intrigues. Recently, the Ceroth tribe destroyed the railway line that cuts the Sand Sea Desert, interrupting the journey of the locomotive carrying a shipment of Heart of Fire ore. Scene Aspects: A typical Old West town (alcohol, shots and trains); Long journeys through dangerous territories The Patrolmen are called by Cliton, Mayor of the City of Oklanville, to recover the Heart of Fire ore cargo stolen last night by members of the Ceroth tribe. Several Iron Arms await the ore to return to their activities on the railway. The locomotive carrying the ore was attacked during the crossing of the Sand Sea Desert, an inhospitable and difficult to reach region—territory of predators. The rugged terrain precludes the use of the Steam Wagons; the trip will be performed with the Mechanical Horseshoes. A team was sent to the site to restore the railway line and collect the body of the driver and other locomotive workers, but the Carrion Birds in search of “easy prey” attacked the team and took over the site. The Patrolmen ride the Angry Ox Road towards the Sand Sea Desert, escorting the caravan of workers who will restore the damaged railway line. The road is narrow, with several curves that go around the mountain. There are always Robbers and packs of wolves nearby and It’s a winding path crowded by tall vegetation. If the pace of the adventure is slow, compel these aspects in three ways: roll 1dF and describe the events: -Combat: PC face assailants. 0Combat: 0 PC face a pack of wolves. +Accident: + a landslide occurs.
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A LANDSLIDE The night before, a powerful storm punished the road, knocked down trees, and ripped up the undergrowth that had loosened the land of the Angry Ox Road, making it difficult to trot the mount. Approaching a turn, near the foothills of the mountain, rocks collapse on the travelers. To avoid the rocks, it will be necessary a Drive (Ride)Overcome roll or Athletics (jumping from the mount) in Fate | Quick or Forceful in FAE against a Fair (+2). If they fail, they cannot cross the road and are hit by the rocks, creating the situation aspect Rocks on all sides and causing two physical stresses. It takes an Overcome roll, difficulty +3, to get out of the rocks and get rid of that aspect. FACING THE ASSAILANTS The Angry Ox Road winds the mountains; there are moments that are surrounded by great rock walls, which provides strategic position for a group of robbers who lurk by merchants’ caravans. ASSAILANTS (BOSS) Aspects: Kill ‘em all, let God sort them out!; We know how to look for goods; C’mon boys... Get ‘em! Approaches: Quick Good (+3), Careful Average (+1), Clever Average (+1), Flashy Mediocre (+0), Forceful Fair (+2) and Sneaky Fair (+2). Skills: Stealth Great (+4), Shoot and Fight Good (+3), Burglary, Provoke, and Athletics Fair (+2). Stunts: Command Voice (Your useless ones do something!): If successful on a Create Advantage roll using Provoke, against a Fair (+2), all your burglars rolls receive +1 until the end of the conflict. Stress: 3
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BANDITS (MEMBER OF THE BAND) Aspects: Hands up, and give us all your stuff; Freeze, or taste hot lead! Skilled (+2): Melee combat Bad (-2): Run and Fight to death Stress: None (defeated with one hit). FIGHTING THE WOLVES The tall vegetation around the Angry Ox Road hides predatory animals that hunt for easy prey. The tranquility of the trip is interrupted when the howls of the wolf ’s echo down the road. WOLF (ALPHA) Aspects: The pack hunting in union; Unstoppable Tracker; Sharp instincts and claws Approaches: Quick Fair (+2), Careful Average (+1), Clever Average (+1), Flashy Mediocre (+0), Forceful Fair (+2) and Sneaky Good (+3). Skills: Notice Great (+4), Stealth and Fight Good (+3), Physique, Athletics and Provoke Fair (+2). Stunts: Solitary Prey: When the pack attacks a lone target, consider the Careful approach Good (+3) in FAE | Provoke +2 in Fate and the victim receives the aspect Solitary. Silent Pack: The pack moves together. The alpha’s approach of Sneaky in FAE | Stealth in Fate, is used by the whole pack. Stress: 3
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WOLVES (OTHERS) Aspects: Follow the Alpha; Sharp instincts and claws! Skilled (+2): Stealth Attack and Trap Prey Bad (-2): Climb Stress: None (defeated with one hit).
SCENE 2: SCALPS & ARROWS The locomotive and the two wagons stand tall above the desert horizon. The railway line is destroyed; the rails are twisted inside a huge crater. Three vultures fly overhead, and the others feed on the scattered bodies, which have been scalped. Scene Aspect: Hungry natural predators; Blowing Sand scours your eyes When approaching the damaged locomotive, the Patrolmen see three vultures feeding on the mortal remains of the engineer and other workers. Three birds are flying over and watching the nearby movement. The birds attack immediately but flee as soon as the first one is slaughtered. FACING THE VULTURES The scorching sun and the odor of bodies catch the attention of predatory birds. Three are fighting over the largest body while the others are flying over the region, ensuring the safety of the place.
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VULTURES Aspects: Dominate the skies; Death that flies; Predator instinct Approaches: Quick Good (+3), Careful Fair (+2), Clever Average (+1), Flashy Mediocre (+0), Forceful Average (+1) and Sneaky Fair (+2) Skills: Notice Great (+4), Stealth and Athletics Good (+3), Physique, Will, and Provoke Fair (+2). Stunts: Air Strike: When conducting an air strike, consider the Careful approach (+3) in FAE | the Athletics skill Great (+4) in Fate (can attack using Athletics). Stress: 2
INVESTIGATING THE SCENE There are remnants of gunpowder on the destroyed railway line. To accurately identify the remnants, patrolmen will need a Lore or Crafts Create Advantage roll (representing mining or gunsmith) in Fate | Careful or Clever in FAE. If successful against Fair (+2), they discover the aspect The gunpowder comes from TNT mining dynamite. The Patrolmen know that the Ceroth tribe does not have access to this type of explosive. The locomotive is not damaged and there are still valuable cargos on both train cars. To identify or search for details in the cargo, they will need a Create Advantage roll of Notice in Fate | Careful or Clever in FAE. If successful against Fair (+2), they discover the aspect Preserved items. Also, there is a detailed list of the cargo, which shows the sacking of two crates each holding 10kg of Heart of Fire ore.
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In the cars there are several goods, providing the situation aspect All kinds of ammunition and gunpowder. The Patrolmen know that the indigenous tribes steal the munitions and arms, but in this case, they were not ransacked. In total, there are twelve resource boxes. Each success in an Overcome roll against Fair (+2) allows a character to take two boxes of resources. More details about resource boxes check out Fate Plus #4: Apocalypse (article Take Everything You Can!) Scattered around the area, there are six bodies that have been scalped and with arrow marks on the chest. Other injuries are difficult to identify, as the Vultures have eaten various parts of the bodies. To identify the wounds or look for details at the crime scene, patrolmen will need Create Advantage roll of Investigate or Notice in Fate | Careful or Clever in FAE. If successful against Good (+3), discover the aspect I found the six scalps and a quiver of arrows. It is common knowledge that the Ceroth warriors consider the scalp a symbol of victory and always keep the prize regardless of the situation; they would never abandon the scalp. The quiver and the shape of the arrowhead confirm that they belong to the Ceroth tribe.
SCENE 3: THE DESERT FOX Riding in a beautiful steed, a young man with brown skin, dressed in beaten leather, adorned with Indian details, slowly approaches, shouting, “I come in peace.” The boy jumps off the horse with hands up and does not carry any kind of weapon. The traveler’s equipment is on the animal’s back. “I am Mandé, son of Deordé, and I have come on a mission of peace. My village was burned two nights ago. I am tracking the bandits, following the guidance of my spiritual guide.” Scene Aspect: Relying on an enemy!; True dialogues or misleading words?
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Mandé is a young indigenous of the Ceroth tribe. His village, before being burned, was located near the canyons. He talks and responds to the Patrollers’ questions calmly. It will not sketch any kind of reaction, even if it is threatened. TALK WITH MANDÉ • I am on my rite of passage. My spirit guide has led me to you. I must return to the tribe with the scalps of the bandits; • My spirit guide is the Desert Fox; • My village was invaded, many of my people were injured. They stole our supplies, clothes, and weapons. Those who survived are leaving the region; • The burned village is abandoned. I do not want to go back there, but if it’s the only way for you to believe me, I’ll take you there; • I believe we can cooperate and find the bandits; • These arrows that are scattered on the ground have been stolen from my tribe; • The bandits abandoned some horses that had saddles with a strange symbol (two crossed hammers). To identify the symbol, it will need a Create Advantage roll of Investigate or Notice in Fate | Careful or Clever in FAE. If successful against Great (+4), they discover the aspect Cattle brand of Old Bill’s Mine. Go to Scene 05—The Abandoned Mine. If they fail they discover the aspect In the burned village there must be more clues, go to Scene 04—The Ceroth Tribe.
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MANDÉ — THE DESERT FOX Description: Mandé is a young man who perished during the attack of the bandits and, in his last effort, offered his body to the totemic spirit of his tribe, which granted a unique opportunity to obtain justice and revenge. If Mandé returns to the burned village, he will lose control of his powers and will be overcome by a feeling of sadness and revenge of the natives who died there. He will only rest when the bandits are captured or killed. Aspects: I’ll find out who attacked the village; My spirit guide is always with me Approaches: Quick Fair (+2), Careful Good (+3), Clever Fair (+2), Flashy Mediocre (+0), Forceful Average (+1) and Sneaky Average (+1). Skills: Notice Great (+4), Will and Fight Good (+3), Stealth, Investigate, and Athletics Fair (+2). Stunts: Strength of the Righteous: Consider the Forceful Approach Good (+3) in FAE | Fight +2 in Fate in rolls made to create advantage against bandits. Stress: 3
SCENE 4: THE BURNED VILLAGE Mandé rides in front, guiding the Patrolmen along a narrow path resembling a maze. After a long journey, they arrive at their destination. The sight of the village is terrifying: wreckage of huts and soot hang in the air. Although a few days have passed, the odor of burned meat still permeates the area. Mandé is consumed by the pain and sorrow of the natives, increasing his desire for revenge. Scene Aspects: Soot and debris; Sad mood
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Mandé surrenders to the feeling of sadness and hatred of the Ceroth natives murdered by the bandits. There is no salvation. He will attack the Patrolmen with all his might. After the Patrolmen win the combat, read the following section. Mandé’s horrifying appearance changes to a pleasant expression. Your body is weak. Gathering his last forces, he says “Do not let the bandits go unpunished!” Mandé dies crying out for revenge, providing the situation aspect His last request will be met. All over the place, there are bits of dynamite boxes with the inscription “ Old Bill’s Mine “. To accurately identify whether it was the same gunpowder / dynamite used in the looting of the locomotive, it will be necessary an Overcome roll of Lore or Craft in Fate | Careful or Clever in FAE. If successful against Fair (+2), they discover the aspect The gunpowder / TNT mining dynamite is identical. MANDÉ — THE VENGEFUL SPIRIT Aspects: Seek for revenge; Your soul will be mine; The punishment will be forever Approaches: Quick good (+3); Careful Fair (+2), Flashy Mediocre (+0), Forceful Average (+1) and Sneaky Fair (+2) Skills: Deceive Great (+4), Empathy and Fight Good (+3), Lore, Provoke and Notice Fair (+2) Stunts: Frighten: Mandé can make terrifying illusions, creating the aspect Frightened with two free invocations. Treat his Forceful Approach and Provoke Skill as Good (+3) when a target is under his illusion’s effects. Stress: 3
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SCENE 5: THE ABANDONED MINE Old Bill’s Mine, at the foot of the mountain, has been abandoned for years. On the trail, the patrolmen can meet travellers who confirm that it was recently used. After a short ride the Patrolmen see the entrance of the mine, protected by two guards, with hats with snakeskin flap, a typical ornament used by members of the Kid Cascavel gang. Scene Aspect: Dark and humid place; It looks like a maze; Cracks and landslides Old Bill’s Mine was abandoned three years ago and now serves as a hiding place for the bandits; a band of criminals who attacked the Indian village and then plundered the ore cargo, leaving clues that incriminated the Ceroth. The leader of the gang is Kid Cascavel; a criminal known for pulling off big heists. EXPLORING THE ABANDONED MINE At the entry there are two members of the gang; they are watching the entrance. Near the site, hidden in a recess of the mine, there are ten common horses. Roll 1dF and describe the situation as shown below. -The watchmen are tired: temporary aspect Sleepy. 0The 0 watchmen are awake: temporary aspect Attention to any danger. +The + watchmen are arguing: temporary aspect Fighting over a woman.
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WATCHMEN Aspects: Nothing escapes my eyes! Skilled (+2): Perception and Melee fighting. Bad (-2): Run and Climb. Stress: None (defeated with one hit). WHICH WAY TO GO? To find the way to the gang hideout inside the mine, players must accumulate four distinct successes in a Overcome roll of Notice or Investigate in Fate | Careful or Clever in FAE, against Great (+4). If they fail, roll 1dF and develop the situation. If in seven attempts, they do not manage to accumulate the four successes go to Scene 06 - The Machine of War. -Traps: they are surprised by elaborate or natural traps. 0Random 0 encounter (residents of the abandoned mine): Spider’s Nest (at first time) and Junkyard (at second time). In other attempts, nothing happens. +Random + Encounter: confronting bandits of Kid Cascavel gang. BANDITS (KID CASCAVEL GANG) Fearful: Members of the gang may be coerced into describing the safe way into the interior mine, but they are afraid of Kid Cascavel and are inclined to tell them patrolmen the wrong way. Aspects: If they get away the boss will kill us!; Sometime we’ll need to rest Skilled (+2): Hand to hand combat. Bad (-2): Run and Fight to the end. Stress: None (defeated with one hit).
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Traps on the way Rattle Trap: Several rattle ropes are scattered through strategic locations that alert intruders when entering the mine. To avoid bumping into a string of rattles, it will take an Overcome roll of Notice in Fate | Careful in FAE, against Good (+3). If they fail, two members of the gang appear. Landslide: Wooden supports and stones collapse, burying an area of the mine. To avoid being buried it is necessary to make an Overcome roll of Athletics in Fate | Quick in FAE against Good (+3). If they fail, they are buried, creating the aspect Beams and sand on all sides causing two shifts of physical stress. They will need an Overcome roll to get out of the buried area and get rid of that aspect. Unruly cart: a mine cart runaway at high speed by the rails. To avoid collision with the cart, it is necessary to make an Overcome roll of Athletics in Fate | Quick in FAE, against Great (+4). If they fail, they take two shifts of physical stress. And the noise of the impact rumbles through the mine, attracting the attention of three members of the gang. Deep pit: A fissure appears in the center of the aisle and spreads quickly creating a deep pit. To avoid falling into the pit, it is necessary to make an Overcome roll of Athletics in Fate | Quick in FAE against Fair (+2). If they fail, they get stuck in the bottom of the pit, creating the aspect At the bottom of the well and causing two shifts of physical stress. It takes an Overcome roll to climb up and get rid of that aspect, difficulty +2. Spider’s Nest The floor of the mine is sticky and difficult to move. The light of the torches exposes a pale curtain of delicate but sturdy silver threads, and at the end of the corridor the terrible creatures appear: gigantic spiders’ approach while beating their chelicerae.
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The corridor is filled by spiders’ sticky web that apply the situation aspect Slow motion. The first reaction of experienced players is usually to burn the web. If that happens, all PCs and spiders are caught in a Curtain of flares and receive two shifts of physical stress. The smoke hinders the visibility and breathing of the Patrolmen. In addition, countless spiders run over the PCs fleeing the burning area. SPIDERS Aspects: Ruthless creatures; Sticky web Skilled (+2): Web (Hold), Climb and Escape. Bad (-2): Strength and Resist Stress: 2 JUNKYARD Piles of iron scrap stacked in the hallway; in each corner there are pieces of automatons. A bang echoes and some Iron Arms appear, moving spasmodically and attack all of you. Kid Cascavel is developing a new model of automaton and that part of the mine has become an junkyard; a great storehouse of failed experiments. DEFECTIVE IRON ARMS Aspects: Where is [any part of the body]?; I’m out of energy! Skilled (+2): Strength and Grip Bad (-2): Defend and Move Stress: 2
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SCENE 6: THE WAR MACHINE In the center of a large hall, lit by the rays of the sun, Kid Cascavel coordinated the assembly of a gigantic Iron Arm. Only the lower limbs are left to finish. Aspect of the Scene: A terrible and magnificent war machine; Large site, gunpowder stock and multiple escape routes Kid Cascavel and four mechanics are assembling the automaton. If the Patrolmen have activated a rattle trap the gang will be prepared for combat. The room is large and does not have a ceiling: a way for the iron giant to exit the area. If Mandé is with the Patrolmen he will help in the combat. KID CASCAVEL Aspects: Always think big; I will be remembered forever! Approaches: Quick Fair (+2), Careful Fair (+2), Clever Good (+3), Flashy Average (+1), Forceful Average (+1) and Stealth Mediocre (+0). Skills: Burglary Great (+4), Shoot and Notice Good (+3), Deceive, Contacts and Crafts (Mechanical) Fair (+2). Stunts: Sneaky: If an aspect of situation allows Kid Cascavel to hide, he is automatically successful in an attack causing 2 physical stress. Unwavering Will: Get +2 to defend against Provoke attacks about intimidation or fear. Stress: 4 Consequence: Mild and Moderate
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MECHANICS Aspects: Tools are my weapons! Skilled (+2): Repairs, Perception and Melee Bad (-2): Obey, Dialog and Escape Stress: 3
GIANT IRON ARM Description: It has no legs yet but stands approximately six meters tall . Its arms reach up to three meters and on its left shoulder is a powerful cannon that shoots up to 5 zones. Aspects: There is no escape!; My targets must not survive Approaches: Quick Fair (+2), Careful Fair (+2), Clever Average (+1), Flashy Average (+1), Forceful Good (+3) and Sneaky Mediocre (+0). Skills: Shoot Great (+4); Physique and Fight Good (+3); Notice and Provoke Fair (+2); Rapport and Athletics Average (+1). Stunts: Shooting precisely: Once per scene, choose an aspect such as Shot in the hand or Debilitate leg to assign to target. Perform an attack roll; if successful, the target receives the imposed aspect and the damage caused by the attack. Reinforced Shielding: Once per combat can ignore the damage suffered. Stress: 6 Consequences: Mild, Moderate, and Severe.
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EPILOGUE: THE REST OF THE DESERT FOX Kid Cascavel’s band was defeated and Mandé can rest. The Patrolman retrieve the two crates of the heart of fire ore and return to Oklanville. +
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