Post by gamedave on Jan 9, 2020 13:07:41 GMT -5
Scale is one area where SuperFATE! differs significantly from FATE Core.
In SuperFATE!, Scale is a broad measure of capability. It is a qualitative descriptor that reflects the scope of a trait, usually a Power.
You can think of Scale as a "you must be this tall to ride" notice. If you have an applicable Power that meets the minimum Scale for a task, you can attempt it.
For example, if you want to try to lift a truck, you need at least an Epic Super-Strength. For some tasks, at the GM's discretion, you can just succeed it you meet the Scale requirement, or if you exceed it. For example, a GM might require someone with only an Epic Super-Strength to roll to lift a semi-truck, but just succeed without a roll to lift a compact car, while someone with a Legendary or higher Super-Strength wouldn't need to roll for either.
If the GM does ask for a roll, exceeding the Scale of the task doesn't in and of itself give you any bonuses. This may seem a little weird - if the Hulk hits someone full strength, you'd expect them to be splatterpated across the landscape. However, in the source material, that's not really how things work. When super-strong characters hit normal humans, it's only a glancing blow, or a near-miss, or something similar. The Hulk isn't actually usually any better at taking out a HYDRA thug than Captain America. On the other hand, Cap can't do much against against Thanos directly, while the Hulk can go toe-to-toe with him.
There are a few caveats to the above.
UPSCALING: A new use of Fate Points in SuperFATE! is Upscaling. You can spend a Fate Point to attempt a task one Scale up from your relevant Scale. For example, even a Normal Scale hero can try to lift a car off of a trapped bystander by spending a Fate Point to Upscale her strength from Normal to Epic. You can't Upscale more than one Scale, and you can only Upscale to attempt a task, not to prevent someone from attempting a task.
INVOKING: A Power (with its Scale) is an Aspect. That means you can Invoke it to gain +2 to a roll.
For example, if you've got Epic Super-Speed, and a Normal goon shoots at you, they normally can't even hit you, unless the GM spends a Fate Point to Upscale their attack. You can then spend a Fate Point to Invoke your Epic Super-Speed to get +2 to your Defense roll.
STUNTS: You can also take a Stunt to make a Power more effective against lower Scale tasks and traits. For example:
Scaled Damage: When you hit with an Attack using a Power at a higher Scale than your opponent's relevant Power, you inflict +2 Shifts of Stress.
Scaled Soak: When you are hit with an Attack with a Power at a lower Scale than your applicable Power but your opponent Upscales, you ignore the first 2 Shifts of Stress.
In SuperFATE!, Scale is a broad measure of capability. It is a qualitative descriptor that reflects the scope of a trait, usually a Power.
SCALE | MASS | DISTANCE | SPEED | DAMAGE |
Minimal | A few pounds | A few inches | Tortoise | Rat bite |
Marginal | Sack of four | A few yards | Little old lady | A child's slingshot |
Normal | Adult male | A couple of city blocks | Running man | Sword and pistols |
Epic | A truck | Miles | Fast cars and light aircraft | Light artillery |
Legendary | Main battle tank | Miles and miles and miles | Fast jets | Heavy artillery |
Mythic | Battleship | Across a continent | Spaceships | Super-battleship main gun |
Cosmic | Mountains | Around the world | Starships | Nukes |
You can think of Scale as a "you must be this tall to ride" notice. If you have an applicable Power that meets the minimum Scale for a task, you can attempt it.
For example, if you want to try to lift a truck, you need at least an Epic Super-Strength. For some tasks, at the GM's discretion, you can just succeed it you meet the Scale requirement, or if you exceed it. For example, a GM might require someone with only an Epic Super-Strength to roll to lift a semi-truck, but just succeed without a roll to lift a compact car, while someone with a Legendary or higher Super-Strength wouldn't need to roll for either.
If the GM does ask for a roll, exceeding the Scale of the task doesn't in and of itself give you any bonuses. This may seem a little weird - if the Hulk hits someone full strength, you'd expect them to be splatterpated across the landscape. However, in the source material, that's not really how things work. When super-strong characters hit normal humans, it's only a glancing blow, or a near-miss, or something similar. The Hulk isn't actually usually any better at taking out a HYDRA thug than Captain America. On the other hand, Cap can't do much against against Thanos directly, while the Hulk can go toe-to-toe with him.
There are a few caveats to the above.
UPSCALING: A new use of Fate Points in SuperFATE! is Upscaling. You can spend a Fate Point to attempt a task one Scale up from your relevant Scale. For example, even a Normal Scale hero can try to lift a car off of a trapped bystander by spending a Fate Point to Upscale her strength from Normal to Epic. You can't Upscale more than one Scale, and you can only Upscale to attempt a task, not to prevent someone from attempting a task.
INVOKING: A Power (with its Scale) is an Aspect. That means you can Invoke it to gain +2 to a roll.
For example, if you've got Epic Super-Speed, and a Normal goon shoots at you, they normally can't even hit you, unless the GM spends a Fate Point to Upscale their attack. You can then spend a Fate Point to Invoke your Epic Super-Speed to get +2 to your Defense roll.
STUNTS: You can also take a Stunt to make a Power more effective against lower Scale tasks and traits. For example:
Scaled Damage: When you hit with an Attack using a Power at a higher Scale than your opponent's relevant Power, you inflict +2 Shifts of Stress.
Scaled Soak: When you are hit with an Attack with a Power at a lower Scale than your applicable Power but your opponent Upscales, you ignore the first 2 Shifts of Stress.