StarCraft Fate

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StarCraft FATE is a proposed short Fate campaign.


Main article: StarCraft Fate Skills


Stunts exist to provide a guaranteed situational bonus to a skill, such as the ability to use a skill under unusual circumstances, using it in a broader array of situations than normal, substituting it for another skill, using it in a complementary fashion to another skill, using it faster, using a skill at longer range, or simply gaining a bonus to a skill. A stunt usually provides two "shifts" of power to a skill, roughly equivalent to having a permanent Aspect, but does not cost Fate points to use.

Information on stunts are found on the StarCraft Fate Skills page, under the individual skills, but players are encouraged to use their own.


Main article: StarCraft Fate Aspects


Main article: StarCraft Fate Gear


Action Types

A boost is a temporary aspect that vanishes as soon as it's tagged (for free).

  • Attack
    • When you fail at an attack, you don’t cause any harm to your target. (It also means that your target succeeded on the defend action, which could get you saddled with other effects.)
    • When you tie an attack, you don’t cause any harm, but you gain a boost.
      • Example: Michael Liberty rolls a "2" on Guns when attacking an enemy trooper, who scores a "2" on Agility to defend. Liberty gains a fragile boost called "Keeping His Head Down", which Liberty or another one of his friends can freely tag once, at which point the boost fades.
    • When you succeed on an attack, you inflict a hit on your target equal to the number of shifts you got. That forces the target to try and “buy off” the value of your hit by taking stress or consequences; if that’s not possible, your target gets taken out of the conflict.
      • The trooper returns fire at Liberty, scoring a "3". Liberty only rolls "1" on Agility. The trooper scores 2 shifts of damage, so Liberty marks off his number 2 physical stress box. (If Liberty still has his boost, he could tag it and drop the attack to a tie. This would give the trooper a boost but deal no damage to Liberty.)
    • When you succeed with style on an attack, it works like a normal success, but you also have the option to reduce the value of your hit by one to gain a boost as well.
  • Defend: You use Agility against most physical attacks, but Endurance and Willpower can come up against various attacks.
    • When you fail at a defense, you suffer the consequences of whatever you were trying to prevent. You might take a hit or have an advantage created on you.
    • When you tie a defense, you grant your opponent a boost (the same one they get for tying).
    • When you succeed at a defense, you successfully avoid the attack or the attempt to gain an advantage on you.
    • When you succeed with style at a defense, it works like a normal success, but you also gain a boost as you turn the tables momentarily.
  • Create an Advantage/Maneuver: creates an aspect. You generally need to score a 3 to place an aspect, but the number may be higher if the target has a good ability to defend against it. For instance, using a flamethrower to set a zealot on fire takes a 3, but higher for a zergling because they have really good Agility.
    • When you fail, you either don’t create the aspect, or you create it but someone else gets the free invoke—whatever you end up doing works to someone else’s advantage instead. That could be your opponent in a conflict, or any character who could tangibly benefit to your detriment. You may have to reword the aspect to show that the other character benefits instead—work it out with the recipient in whichever way makes the most sense.
    • When you tie, you get a boost (aka "fragile aspect") instead of the situation aspect you were going for. This might mean you have to rename the aspect a bit to reflect its temporary nature (Rough Terrain becomes Rocks on the Path).
    • When you succeed, you create a situation aspect (aka "sticky aspect") with a free invocation. The aspect lasts until overcome or until it no longer reasonably exists.
    • When you succeed with style, you get a situation aspect with two free invocations instead of one.
    • Block: technically a specialized version of "create an advantage", this usually isn't blocking a weapon. An example might be creating a psionic shield to dissipate an attack or preventing an action. If a sentry creates a force field, they are blocking movement in a zone, which is overcome with the Agility skill. If Tychus lays down suppression fire, he's blocking certain attacks or movement in a zone. A ghost's cloaking device does not block sight (it gives the Cloaked aspect), but does block attacks that aren't zone attacks.
      • 1 shift adds 1 to the block strength of the block action. Three shifts of power create a block strength of Good (+3). Any attack that bypasses the block cancels it out. Optionally, instead of block strength, you can opt to have the effect work as Armor or as a zone border instead. If you choose the Armor effect, the armor rating is equal to half (rounded down) the shifts put into the effect. The advantage to doing this is that the Armor effect only ends when the effect duration ends—the armor survives a bypassing attack. A zone border increases the Agility (or other Overcome skill) to break the boundary. If Tychus lays down covering fire, Agility or Willpower are needed to push past the boundary, and even then the opponent will likely move more slowly.
      • 1 shift adds 1 additional exchange of persistence (duration). Two shifts create a block that lasts for 3 exchanges total (allowing the shield to continue to work while you do other things—like throw psionic storms back at the enemy). This won’t prevent a block from getting cancelled by a bypassing attack.
      • 2 shifts allow the effect to cover multiple allies within the same zone (typically the same zone the PC occupies). Covering multiple zones requires 2 additional shifts per zone.
  • Overcome (an obstacle or aspect).
    • When you fail an overcome action, you have two options. You can simply fail, which means you don’t attain your goal or get what you were after, or you can succeed at a serious cost.
    • When you tie an overcome action, you attain your goal or get what you were after, but at a minor cost.
    • When you succeed at an overcome action, you attain your goal without any cost.
    • When you succeed with style at an overcome action, you get a boost in addition to attaining your goal.
    • Examples of Overcome include using Agility to slip past a force field, Might to break open a door, or Medical to remove a zerg parasite.


A shift measures the degree of success from rolling a skill check. Suppose a terran uses a pistol against an unarmored opponent (such as a zergling). If the terran exactly rolls the zergling's Agility, they get a boost, but no damage. If they beat the zergling's Agility by 1, they do 1 damage. If they beat the zergling's Agility by 5, they deal 5 damage... which would instantly kill the zergling. Nice shot sir!


Stress Tracks

Each player character has a stress track of 5 for physical and mental stress (and usually this for social and wealth stress). Certain skills (eg Willpower) can raise the number of these boxes. An individual box can only be checked once.

Endurance boosts physical stress, Willpower boosts mental stress, Presence boosts social stress, and Resources boosts wealth stress. Having a 1 or 2 in the relevant skill boosts your track by 1. Having a 3 or 4 boosts it by 2, and having a 5 (apex skill) boosts it by 3.

Suppose a character has Endurance 1. This gives them 1 additional physical stress box, for 6 stress boxes. They take 1 damage, so they mark off box 1. They take 1 damage again, but because box 1 is filled, they must mark off box 2. They are then hit by a grenade, taking 9 damage! The character has three options at this point.

1. Taken out. The character leaves the conflict.

2. Conceding. The character leaves the conflict on their own terms and gets fate points.

3. Consequences. The character takes a moderate consequence, reducing the damage by 4 (to 5)... but this consequence acts as an aspect that can be invoked by the opposition, with one free invocation for the opposition.

Consequences and Recovery

You can only have one consequence per category (mild/moderate/severe).

  • Mild: recovery time of a few minutes. Also called "fleeting", this is recovered automatically after a scene. A character can take a mild consequence to reduce the stress of an attack by 2.
  • Moderate: recovery time of an "extended rest". Also called "sticky", it can only be removed during a scene with a narrative trigger (usually the Overcome action), otherwise it will last until the end of the session. A character can take a moderate consequence to reduce the stress of an attack by 4.
  • Severe: recovery time of one month, at least one session. Treatment with a value of at least 4 is required to remove a severe consequence. A character can take a severe consequence to reduce stress the stress of an attack by 6.

The Medical skill can reduce recovery times.

Taken Out and Concessions

What Happens When I Get Taken Out?

If you get taken out, you can no longer act in the scene. Whoever takes you out narrates what happens to you. It should make sense based on how you got taken out—maybe you run from the room in shame, or maybe you get knocked unconscious. Giving In

If things look grim for you, you can give in (or concede the fight)—but you have to say that’s what you’re going to do before your opponent rolls their dice.

This is different than being taken out, because you get a say in what happens to you. Your opponent gets some major concession from you—talk about what makes sense in your situation—but it beats getting taken out and having no say at all.

Additionally, you get one fate point for conceding, and one fate point for each consequence you took in this conflict. This is your chance to say, “You win this round, but I’ll get you next time!” and get a tall stack of fate points to back it up.

Time Track

  • Instant
  • A few moments
  • Half a minute
  • A minute
  • A few minutes/ a scene (Mild)
  • 15 minutes
  • Half an hour
  • An hour
  • A few hours
  • An afternoon
  • A day (Moderate)
  • A few days
  • A week
  • A few weeks
  • A month (Severe)
  • A few months
  • A season
  • Half a year
  • A year
  • A few years
  • A decade
  • A lifetime

Campaign Background