Game Details.   Posted by Director.Group: public
Director
 GM, 2 posts
Mon 25 Apr 2016
at 19:41
Game Details
This game uses the Fate Accelerated Edition game system, available in pay-what-you-want pdf or $5 paperback on Drive Thru RPG, or available in SRD form right here:

https://fate-srd.com/fate-accelerated/get-started

We'l also have a few Extras here and there, but for the most part, it'll be what you see there. Any questions? Just ask. I'm happy to discuss and explain mechanics to those who need it, or clarify any confusing points.

This message was last edited by the GM at 18:35, Mon 12 Sept 2016.

Director
 GM, 4 posts
Sat 30 Apr 2016
at 05:45
Game Details
Legend of the Crystal Stars is a heavily Final Fantasy inspired space opera, in fact intended as a Final Fantasy setting. We’ll be using swords, chocobos, crystals, spirit beings, and other FF tropes alongside spaceships and interplanetary kingdoms.

MOOD AND CONTENT
1. What’s the overall feel of the game? Is it gritty, funny, dark, romantic? What kinds of movies, series, novels, and so on would fit this mood? What would you pick as the game’s theme song?

In terms of feel and tone, we’re going for something akin to Final Fantasy VI and VII. Without the shorthand of a series, I’d say that means a mostly serious setting: not quite dark but definitely moving in that direction as events unfold. That’s why the heroes are needed, after all. There’s a romantic element, and I don’t mean love story type romance so much as I mean applying an elegance to everything, like a fairy tale. There will be some times where it’s appropriate to strip all that away and show that life has cruel truths to it, but mostly it should be dramatic heroes moving to stop evil from ruining innocent lives.

2. What kind of content would you like to see in your story? Lots of intense fights, introspection, romance, intrigue, exploration, or anime slapstick comedy? Are the combats wall-running, somersaulting action spectacles with no real blood or gruesome shotguns-and-tentacles gore fests?

As a heavily Final Fantasy-themed game, I look to keep many of the ideas from the series, primarily from cut scenes, anime, and films, as I don’t want to replicate the gameplay so much. The fights should be kinetic and explosive, slowly escalating in scale over time. Final Fantasy VII: Advent Children and the works of Monty Oum (specifically the Dead Fantasy series) are the expected action style. Vertical environments, creative use of terrain, and collateral damage are all on the table, while blood and gore are not. Someone might get cut up and visibly bruised, but not dismembered or disemboweled. Sword wounds are generally flashes of light that drop a person.

There will be plenty of time (and reason) for introspection on the nature of humanity, fate and destiny, and the differences between right and wrong, though I don’t mean to really question good and evil. The heroes should be clearly good and the villains clearly evil, but I mean to question the means they use to achieve their ends.

Although I plan to include elements of exploration, I absolutely cannot make maps and random encounters with weird creatures and put treasure chests in hidden places. I’ll need the players’ help for the exploration stuff, as it isn’t my forte, though I still want there to be a sense of wonder at the wide galaxy and its marvels, diversity, and beauty. There should be plenty for the heroes to be fighting for.

3. What kind of content do you not want in your story? This comes in two flavors, labeled in the game Sorcerer (by Ron Edwards) as lines and veils, which I find very helpful. What kind of stuff can happen but only off screen (veiled), and what kind of stuff isn’t brought up by anyone at all?

For example, you might agree that characters in your story sometimes have sex, but do you fade to black before the clothes come off or actually play out parts or all of the event? Would it ruin the game for you if children got abused or killed during the story? What is over the line and not okay at all, and what is fine but shouldn’t be played in detail?


This game won’t have the Adult or Mature flags, so content disallowed by those isn’t allowed in this game to begin with. Those things are all at least behind Veils.

GM’s Lines: Any sort of heroes hurting children is not okay. I won’t put you in a position where doing so will be offered even as a suggestion (such as presenting an evil child, which happens sometimes in stories), so it would be entirely a player going out of their way to be evil themselves, and this isn’t that kind of game. Even if you’re playing an anti-hero of some kind, please don’t. Also things like rape just aren’t happening in this story, not even offscreen. Gory violence is technically covered by not having the Mature or Adult flags, but saying it again: no disemboweling or dismembering opponents. It just isn’t what this game is about.

GM’s Veils: If you’re going to get sexy, that can be Veiled without crossing a Line. It happens in Final Fantasy, and I’m okay with it. (Cloud gets laid a minimum of once, at most three times during FF7, for those not paying attention.) There will be the deaths of children during this story, but not explicitly and only if you think about it too hard. There’s a war on and collateral damage is a thing in more ways than expressed above.

If the players have any Lines or Veils of their own, please make sure everyone is aware of them clearly. I don’t wanna make anyone uncomfortable except by asking if anyone is uncomfortable, which can seriously save a lot more time and effort in the long run. This should be a happy place.

THE SETTING
The Galaxy is filled with people living on various worlds within two major galactic powers: the Empire and the Hegemony. These powers are at war over limited resources, with the smaller Hegemony aggressively expanding as it burns through what it has, while the Empire pushes back to keep its people safe. The primary resource is Magicite, minerals laced with magic energy that radiates from the cores of planets and stars. Worlds with more magicite often have more native life, and so worlds with more population generally have more magicite to mine. Magicite is used for fuel and ammunition, and can be worked into Materia to then be shaped into tools, buildings, vehicles, weapons, and armor.

The homeworld of the Empire is Cornucopia, where Emperor Strade oversees his people. The homeworld of the Hegemony is Amoloch, a now-dead world stripped of its magicite. King Belinze governs his lands from the fleet, rather than languishing in a castle.

Most people are human, but an alien race called moogles exist. They’re generally shorter than human, with fur-covered bodies, red or purple wings (more for gliding than flying), and poms on top of their heads. The poms emit light, both allowing them to see in the mountain caves they once lived in, as well as generally denoting their mood to each other. Naturally curious, they’ve taken to traveling the stars and are often found as merchants of exotic wares, couriers, scholars, or entertainers. Many have taken up the roles of warriors, and while more fragile than humans, their wings often give them an advantage in open spaces. Think Ian McConville’s moogles rather than classic FF style.

MAGICITE & MATERIA
Every star in the sky is filled with incredible power. They’re crystals, concentrated magic from Aetherspace that have coalesced and formed into suns. They radiate magic, bathing the dead rocks around them with the the light and heat of creation. Eventually, the rocks themselves are suffused with this energy, and become magicite. When a planet’s core contains enough magicite to glow with light and heat itself, life can form and be sustained there, and that’s where the people of the Galaxy come from.

This kind of power can be harnessed for all sorts of applications, but it must be mined from planets and asteroids. Stars are too powerful to go near without burning up. The most basic application of magicite is to use it raw, either releasing its inherent power or simply letting its light have more subtle effects. In addition, magicite can be refined for various uses, including fuel for devices or magic spells (like raw effects, but more elegant and less wasteful), magical concoctions (potions or other kinds of drugs), or mixed with other metals to make special alloys called materia. Materia itself can be used to create tools and weapons that can channel and harness magicite further. Technology made using magicite and materia is called Magitech.

Magicite comes in many colors, each of which has a slightly different elemental leaning and different uses in modern technology. The colors also have varying levels of rarity.

Green - Associated with earth, stubbornness, vigor, and substance, green magicite is found in places where vegetation and wildlife is plentiful. Its mystical properties strengthen and fortify, building Magitech devices that are resilient and tough, like super-dense swords, specialty
tools and armor. When added to concoctions, it enhances vigor, but causes one to become stubborn and difficult, easily irritated by changing situations.

Red - Associated with fire, courage, and power, red magicite is found in desolate or hot places, like deserts and volcanoes. Its mystical properties are energy and extreme volatility, building Magitech devices that utilize such energy and force, like magicite engines, firearms and explosives. When added to concoctions, it bolsters one’s courage and energy, but also makes them restless and easily enraged.

Blue - Associated with water, cold, cunning, and change, blue magicite is found near large bodies of water or ice. Its mystical properties are fluid and adaptable, building Magitech devices that freeze, heal and require flexibility, like freezers to keep perishables, water skiff jet drives and perpetual energy generators. When added to concoctions, it heals the body and speeds up mental processes, but causes single mindedness and over attention to details.

Yellow - Associated with air, breath, reason, and freedom, yellow magicite is found in extremely high locales or places continuously battered by high winds. Its mystical properties lighten and clarify, building Magitech devices that defy gravity, increasing perception and labor efficiency, like airships and sliding pallets that allow one man to drag thousands of pounds with little effort. When added to concoctions, it makes the person physically lighter and calms the mind, but may cause the user to become easily distracted.

ISSUES
Current: The Fires of War Burn Everything
The Empire and the Hegemony have broken a centuries-long peace, and the soldiers aren’t the only ones dying. The War affects everyone, and for every weaponsmith or shipwright getting good business from it, there are a million hunters, farmers, small traders, and other simple folk whose lives are being ruined.

Impending: The Stars Are Going Out
One by one, stars are disappearing from the sky. No one’s quite sure why. Few have looked into it. Whatever it is, it’s getting worse.

This message was last edited by the GM at 21:10, Wed 14 Sept 2016.

Director
 GM, 5 posts
Sun 1 May 2016
at 21:08
Archetypes
Fate Accelerated Edition has a very simple and easy to use character creation system. You need a few aspects, your Approaches, and your Stunts. This list of backgrounds and Jobs should help focus that selection somewhat. Backgrounds come with Troubles and sometimes Stunts, while Jobs come with Approaches and sometimes Stunts. Regardless of what you pick, each character will have a High Concept, Trouble, three Aspects, Approaches at +3, +2, +1, and +0, three Stunts, and three Refresh with which to buy more Stunts. These won't make you any more powerful than another PC, but serve to give you some inspiration for a character, or else help to put that idea into mechanics.

The easiest way to use this list is to pick a Background and a Job and copy that to your sheet, then fill in any remaining blanks. You could even use the combination of Background and Job as your High Concept, if you wanted!

Some of these stunts include a concept called "outcome surge". Outcome Surge, and the stunts here that use it, are both taken from the Fate setting Masters of Umdaar. When you're allowed an outcome surge, it means that after a roll's results are calculated, you can move the outcome one step closer to Success With Style. If you already have a success with style, nothing happens. Also, you can't outcome surge an attack roll. That's just a no.

Backgrounds
Child MonkCrystalbornMog
Trouble: Sheltered UpbringingTrouble: Sensitive to Magic
Element Manipulation (Clever): You can move and manipulate a specific type of element. Pick a broad type of element, such as air, water, earth, metal, plants, or fire. Whenever this element is present in a scene, you can attack without a weapon. If the source of the element is abundant—air in an open space, or fire from a torch in the wall—you also gain +2 when Cleverly creating advantages using that element.
Trouble: Enslaved People
Fluorescent (Flashy): You can emit light from your skin, eyes, or hands. Once per scene, when you attempt to Flashily overcome an aspect related to darkness, you can outcome surge the result. Whenever you use this stunt, you gain a Glowing situation aspect with no free invoke, which lasts until the end of the scene.
Wings (Flashy/Quick): You have a wings of skin or membrane that let you glide through the air. +2 when Quickly or Flashily overcoming physical obstacles that you can fly over.
ProdigyRebelSavant
Trouble: Constant ExpectationsTrouble: Wanted for TreasonTrouble: Narrow Skillset
SoldierThunderchildStreet Urchin
Trouble: Orders, Sir
Squad Tactics (Clever): You’re skilled enough in tactical maneuvers that teamwork-based combat actions grant an extra +1 bonus on top of the usual amount of people involved. That is, you act like there’s an extra person in the group.
Trouble: Magic in the Blood
Aether Senses (Careful): +2 when Carefully overcoming aspects representing obstacles to find people or items hiding near you.
Trouble: Trust Issues
Camouflage (Clever/Sneaky): +2 when Cleverly or Sneakily defending against missile attacks when you’re in a cluttered area.


Jobs
Black MageDragoonEngineer
+3 Forceful
+2 Clever, Flashy
+1 Quick, Sneaky
+0 Careful
Energy Beams (Forceful/Flashy): Pick a type of force or energy, such as fire, light, electricity, or gravity. Whenever you succeed with style on a Forceful or Flashy attack, you can forgo the boost to move the defender up to two zones away. In addition, you can never become Unarmed. You can change your Energy Beam type by Creating an Advantage.
+3 Flashy
+2 Forceful, Quick
+1 Careful, Clever
+0 Sneaky
Strong Legs (Quick): You have powerful legs that are especially suited for running or jumping. During contests, +2 when Quickly overcoming physical obstacles or creating advantages.
Lance or Javelin (Flashy): In physical conflicts, you can use Flashy instead of Quick when determining your turn order. Once per session, you can use your Flashy approach to do this with a +2 bonus.
+3 Clever
+2 Careful, Sneaky
+1 Flashy, Forceful
+0 Quick
Gadgetry (Clever): You have an assortment of tools and minor inventions on hand. When you attempt to Cleverly overcome obstacles, you gain +2 if you can narrate how the item helps you in the attempt.
EntertainerMonkNinja
+3 Flashy
+2 Clever, Sneaky
+1 Careful, Quick
+0 Forceful
Brain Twister (Clever): Using psychic energy, you can Cleverly attack an opponent’s mind—provided they have a mind to attack! If you succeed with style on this attack, you can discover an aspect of the target with one free invoke instead of taking the boost. In addition, you can never become Unarmed.
+3 Quick
+2 Forceful, Sneaky
+1 Careful, Clever
+0 Flashy
Laser Punch (Quick): You strike with the speed and power of a laser. +2 when Quickly attacking an opponent that has yet to attack during the conflict. In addition, you can never become Unarmed.
Zen Strike (Quick): Once per scene, when you Quickly attack and succeed with style, you can forgo the boost to immediately attack again, either against the same defender or another character in the same zone.
+3 Sneaky
+2 Careful, Quick
+1 Clever, Forceful
+0 Flashy
Poisoned Weapon (Sneaky/Quick): You use a poisoned weapon such as dagger, arrows, or darts. Once per scene, when you Sneakily or Quickly attack and deal 2 stress or more, you can force the defender to absorb 2 stress from your attack as a mild consequence. Some targets—robots, inanimate objects, and so on—are immune to poison.
Shapeshift (Sneaky): You can use illusions or mutations to change your appearance. You can Sneakily create an advantage to give yourself a disguise aspect. If an opponent attempts to overcome this aspect to see past it, you can Sneakily oppose their attempt.
PaladinSummonerThief
+3 Careful
+2 Flashy, Forceful
+1 Clever, Quick
+0 Sneaky
Sword or Shield (Careful): You bear a strong sword, shield, or both. Once per scene, when you Carefully defend and succeed, you gain a boost.
Paladin Armor (Careful): You have the tough power armor of the Paladin Order. Whenever you Carefully defend against a physical attack, you suffer one less stress.
+3 Flashy
+2 Careful, Forceful
+1 Clever, Quick
+0 Sneaky
Bound Eidolon (Careful): You have an eidolon bound to you, that you can summon from Aetherspace. Once per scene, you can call this creature and gain access to its High Concept, decided when the bond is made. You still use your action and Approaches, and the Eidolon leaves at the end of the scene.
+3 Sneaky
+2 Clever, Quick
+1 Careful, Flashy
+0 Forceful
Dagger (Sneaky): You can stab or throw daggers at your enemies. Once per scene, immediately before rolling a Sneaky attack, you can give the defender a Weak Spot with no free invokes.
Time MageWarriorWhite Mage
+3 Clever
+2 Flashy, Quick
+1 Careful, Sneaky
+0 Forceful
Precognition (Careful): You can sense when trouble is coming. Once per scene, when you Carefully defend yourself against a trap or an inanimate threat, you can outcome surge the result.
Teleportation (Quick/Sneaky): Whenever you succeed at Quickly or Sneakily defending against a long-range attack, you can immediately move one zone.
+3 Forceful
+2 Flashy, Quick
+1 Careful, Sneaky
+0 Clever
Broadsword or Claymore (Forceful): The first time you Forcefully attack in a conflict, add +3 to your roll.
+3 Careful
+2 Clever, Flashy
+1 Forceful, Sneaky
+0 Quick
Cure Magic (Careful): When you successfully Carefully recover another player’s Consequence, you can spend a Fate Point to step the Consequence down a level before renaming it.

This message was last edited by the GM at 21:45, Mon 12 Sept 2016.

Director
 GM, 6 posts
Sat 7 May 2016
at 22:42
Eidolons
The Eidolon Drive is the single most influential piece of magitechnology in existence, as it’s what allows faster than light travel and therefore the presence of interstellar society as a whole. Without it there would be no Empire, no Hegemony, and no interaction with life on other worlds. Each starship is equipped with an Eidolon Drive, and at its core is an Eidolith, a special kind of magicite that connects our dimension directly to Aetherspace, the source of all magic. By traveling through Aetherspace, travel is almost instantaneous.

The link is two-way, and it’s possible to use an Eidolon Drive’s Eidolith to summon creatures from Aetherspace to our plane for limited periods, though this isn’t commonly done. It’s difficult, requires a great deal of magical energy, and few have discovered any viable reasons to put this into common practice.

Listed here are a few Eidolons whose essences make up the most common starship cores. You can assume their related starships possess the same abilities, but can only use them in ship-to-ship combat rather than normal encounters.

Chocobo
The Chocobo-class fighter has been a mainstay of both militaries for a long time. It’s small, fast, and easy to handle. While they aren’t equipped to handle fights with capital ships, a flight of Chocobos can do some serious damage to many threats. Often seen patrolling the spacelanes, ready to call in larger vessels if the need arises.

Fast Starfighter Wing
+2 Forceful, Quick
+1 Careful, Sneaky
+0 Clever, Flashy
Stress: [_] [_] [_] (Mob)

Summoned Eidolon
A cloud of dust billows up, a flurry of flapping wings sounds from within, and with a series of loud “wark!” and “kweh!”, a group of chocobos dashes out of the cloud and onto the battlefield!

Carbuncle
The Carbuncle-class explorer is meant to cross vast distances and see things no one has seen before. Larger than a usual scout ship, smaller than a freighter, the Carbuncle can comfortably house a group as they travel the galaxy, whether on a scientific expedition or curiosity-fueled safari.

Crystalline Transport Ship
+3 Flashy
+2 Clever, Quick
+1 Forceful, Sneaky
+0 Careful
Stress: [_] [_] [_]
Mild (-2):

Summoned Eidolon
Light gleams from a point nearby, growing brighter until the distinct sound of breaking glass fills the air. From out of the shattered space falls a large red ruby. The cyan form of a vaguely rabbit-like feline materializes from the gem, with the ruby ending up as part of the creature’s forehead.

Ifrit
Ifrit-class destroyers are the backbone of the Hegemony navy. They’re capable of taking on large numbers of smaller craft with little support. Some Ifrit ships have fallen into pirate hands, where they are devastating to trade lines.

Hegemony Gunship
+3 Forceful
+2 Careful, Flashy
+1 Sneaky, Quick
+0 Clever
Stress: [_] [_] [_]
Mild (-2):
Moderate (-4):

Summoned Eidolon
A wheel of flames spins on the ground, forming a ball of fire. The ifrit bursts out of it, strong arms pulling it from the depths. Ifrit are burly red humanoid beasts with massive horns and canine maws, red hair flowing upward like heat waves.

This message was last edited by the GM at 19:54, Mon 12 Sept 2016.