Couple of years back, I took a crack at creating a power theme for Venture City, an excellent superhero system using Fate Core. For the uninitiated, a power theme in Venture City flavors a characters power and opens up additional options: it might be adding an elemental effect or making their power based on technology versus the super gene. Want to play a turbulent pyrokinetic or a crotchety spell-slinger? Power themes are how you’d do it.
My budding love affair with Powered by Apocalypse went to the next level with my completion of Urban Shadows. As I prepped for a new So You Wanna Make a Character video, I came up with an add-on to my future Urban Shadows experiences: Personal Moves.
Here is my second pass of Simply Accelerated Mass Effect. I have added some clarifying notes to the character creation, changed the approaches to the version seen in Dresden Files Accelerated, and made some alterations to the Races and Classes.
Most of the feedback I had for my preview of Mass Effect Accelerated was very positive, but one critique that came up was that it seemed too complex for a game of Fate Accelerated. While I like the level of complexity and granularity I am achieving (as I think it models the video games well with Fate), it definitely isn’t for every Fate GM or player. This inspired me to take a pass at Mass Effect as modeled after the excellent It’s Not My Fault.
As some of you are aware, I have been working on a Mass Effect Accelerated homebrew ever since I beat Mass Effect Andromeda. The marriage of the two was a no-brainer for me: I love Fate, and I love Mass Effect. Viola!