FATE Abstraction and Distillation
Purchasing Abstraction abilities
i) Each Impetus costs 2 Ability Points.
ii) When a player first purchases an Impetus, they must pick a school, Contemporary or Traditional, for their character, and their character gets 4 skill points to spend on the Elements. The Elements do not need to preserve the skill pyramid, meaning that a character can have one Great Element while the rest remain at Mediocre.
iii) A player may choose to reduce their character’s ability with one or more Elements to gain additional skill points to spend on the other Elements. A player may set one or more Elements to Poor (-1) or Terrible (-2)
Using Abstraction abilities
1) Determine the effect you want to achieve. This includes choosing the Element and Impetus you will use.
2) Determine what type of action it is. Is it an attack, a block or a maneuver?
3) Decide how many shifts of power you want to put into your spell. You incur mental stress for using Abstraction – the minimum is one point of mental stress. For each shift of greater than your skill with your chosen element, you incur an additional point of mental stress. For example, a abstraction with power 4 higher than your skill with your chosen element would cause 5 points of mental stress.
* For determining the stress from power when an Abstraction requires more than one Element, the character must use the lower of the two skills. For example, if a character had a Fair (+2) Fire and an Mediocre (+0) Earth and he wanted 3 shifts of power, the character would have to take 4 points of mental stress and the total power would be Good (+3).
4) Make a Discipline roll to cast the Abstraction. The difficulty is equal to the amount of power you’ve called on. Certain items may grant you a bonus to this roll, and you can invoke aspects to modify this roll as well.
i) If you meet or beat the difficulty the Abstraction is successful.
ii) If you fail to meet the difficulty, the Abstraction fails. You have two options:
i) Backlash affects the Abstractor when an Abstraction fails. The Abstractor may choose to take the difference between the failed Discipline roll and the Power called on as physical or mental stress. If the Abstractor takes the full difference as stress, the Abstraction functions as originally planned. If not, the leftover difference not taken as stress enters the environment as Fallout.
i) Fallout affects the environment around a failed Abstraction. This can manifest in any number of ways as decided by the GM. It is expected of the GM to invoke the full potential of Murphy’s Law when determining Fallout effects. The GM may split up the difference between the chosen power and failed Discipline roll however he chooses.
* If some of the difference is taken as Backlash, it is understood that at least part of the Abstraction is successful. It is also up to the GM to decide which part and by how much that is.
What can it do?
i) Abstraction in their most basic form can be used as attacks. In this form the Discipline roll to control the Abstraction counts as the attack roll as well; to avoid an attack Abstraction the target can roll the proper defense or Reaction Roll.
ii) Spending the shifts of power
a) 1 shift of power increases the Weapon rating of the Abstraction by 1. So if you allocate 4 shifts of power to this, your Abstraction is treated as a Weapon:4 attack.
b) 2 shifts of power let your Abstraction affect every target in one particular zone you can see. This fills the zone with whatever effect you’ve created, be it fire or earth spikes.
i) With blocks, you can shield yourself from damage.
ii) Spending shifts of power
a) 1 shift of power adds 1 to the block strength of your block action. Three shifts would create a Good (+3) block strength. Any attack that bypasses the block destroys the block as well.
i) For example, if you create a magnetic block of Fair (+2) strength and someone shoots at you with an attack a Mediocre (+1) attack. Your magnetic shield easily deflects the bullet even without you rolling out of the way. However, the next attack is an Epic (+7) attack. Your block is shattered, but it absorbed two shifts of the attacks power leaving only a Superb (+5) attack that you must dodge.
b) 2 shifts of power create a 1 strength Armor affect. This is essentially the same as block strength except it is more expensive but it persists until the Abstraction ends, even if an attack bypasses the Armor.
c) 2 shifts of power allow the effect to cover the entire zone. Additionally, 2 more shifts of power allow the effect to cover an additional zone.
d) 1 shift of power increases the persistence of the Abstraction, making it last one more round
i) Abstractions can be used to place aspects on other characters.
ii) Spending Shifts of Power
a) 1 shift of power increases the difficulty of the maneuver by 1. This is mainly used when the maneuver is contested by its target (such as when trying to blow an opponent over with Air). If the target will not have a roll against the maneuver, namely the target is the environment, the maneuver must generate at least a Fair (+2) difficulty.
b) 2 shifts of power make the Abstraction affect everything in a targeted zone.