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Teams

From Discovered

There pages represent teams of people and the work they do. Most of these teams are described using the same form as is used for Characters, but with a lot less detail and personality.

Teams are categorized by adding
[[Category:Teams]]
to the free text at the bottom of the character sheet.

To edit or create a new team, type the team's name below. If the team is commonly known by an acronym, use that version and add the full name as an alias.

 


Using Teams

Characters may have large groups of minions or employees working for or against them. These teams can be created quickly and with little detail - just enough to cover the narrative need, while maintaining game balance. In general one team can attempt to accomplish one objective in a day - that is, make one roll. Teams have fate points that refresh at the normal per-session rate.

Larger teams are more likely to succeed on any outcome (Many Hands Bonus), and are more highly skilled (Approaches). They also accumulate Troubling aspects with size.

There are other options for defining teams. A character can create a Stunt that is a team, or Ivan play a team as a fully developed character. The approach below is a quick and dirty way to figure out what the Aerospace Engineering and Maintenence Team can do when the jet comes back with holes in it and the battle is still raging.

A set of teams may be part of a larger group. On a given day the players in charge of the teams and group can choose to have them act as individual teams or as an all-hands-on-deck large team.


High Concept

To create a team, first come up with a high concept that describes what the team is good at doing. For example, "In-theatre infiltration, hacking, and cyberwarfare."

Team Size

Now decide how big the team is. Teams get bonuses and abilities based on their size, but bigger isn't always better. Consider that the team has to be paid for one way or another, so there are narrative and practical constraints on how big they can be. Also, larger teams accumulate Troubles as they grow.

In our example, the high concept could describe a group of six people - two who break in to a target site and four who stay 'in the van' to support them - or a CyberOpSec group with 80 soldiers and specialists working to take down enemies.

Actions

Teams can take one action per day under normal conditions. To take additional actions on that day, the team can spend a fate point. Fate points are restored at the end of a session, as usual, so it is possible for a team to act many times on a single day, it that day encompasses many sessions.

Quick Reference

Size Fate Points Many Hands Bonus Approaches Troubles
5+ 1 +1
  • 1@+3
1
15+ 1 +2
  • 2@+3
  • 1@+4
2
30+ 2 +3
  • 3@+3
  • 1@+4 and 1@+3
  • 1@+5
3
50+ 2 +4
  • 4@+3
  • 1@+4 and 2@+3
  • 2@+4
  • 1@+5 and 1@+3
  • 1@+6
4

Many Hands Bonus

Larger teams can get more done in a day than smaller teams. In game terms this means a team is more likely to achieve an objective with any given attempt. This bonus is a bit tricky, because it can not push a roll over 4: instead, it makes it impossible to make the worst rolls, and more likely to make the best rolls.

For example, a team of 5 gets a bonus of +1, so their base roll can result in anything from -3 to +4 (-3, -2, -1, 0, +1, +2, +3, +4, or +4). A team of 80 gets +4, meaning their roll can result in 0, +1, +2, +3, or +4.

Fate Points

A team with 5-29 people has one Fate Point to spend each session. Teams with 30 or more have 2 Fate Points. Teams may gain Fate Points by having their Troubles invoked. A team can use bonus fate points to affect the outcomes of work in sub teams.

Approaches

Teams get points to distribute to one or more approaches. Small teams start out being good at one kind of thing, and have a +3 in one Approach. As the team grows it adds another +3 Approach or adds +1 to an existing approach.

Troubles/Aspects

Unlike characters, Teams tend to have a lot of Troubles and few other aspects, if any. The list of examples are loosely ordered from smaller to larger teams. Remember, teams can - and will - have their troubles involved a lot. This lets the team bank Fate Points, of course, but it does slow down progress.

'''Activist Manager''': Management has 'ideas'.;
'''New Guy''': The new guy has no idea how we do things around here.;
'''Office Politics''': Personality conflicts and power plays make decisions painfully slow - or terrifyingly fast.;
'''Paper Weight''': So much paper to push to cover my ass! When am I supposed to do the work?;
'''Split Brain''': Staying coordinated can be challenging.;
'''Bureau-crazy''': Buraucracy is an evil that prevents us from effective action.;
'''Misaligned Objectives''': The stated objectives and what the boss is really aiming for? Not the same at all.;
'''Another 'New' Direction''': The new boss has big new ideas that just throw everything into confusion.;
'''Dis-re-un-organized''': Whoops! Re-orging again. You played with my chart, got lost in the game. Ooo, HR HR.;
'''Interdisciplinary Cross Communication''': The team is so diverse that people often don't speak the same language, let alone have the same assumptions and world views.

Outlines for other pages

5+

===TeamName (5+)===
'''High Concept''': 

Description.

'''Trouble'''
* '''Name''': Trouble.;

'''Fate Points''': 1/1

'''Many Hands Bonus''': +1

'''Approaches''' (1@+3)
* '''Careful''': 0;
* '''Clever''': 0;
* '''Flashy''': 0;
* '''Forceful''': 0;
* '''Quick''': 0;
* '''Sneaky''': 0;

15+

===TeamName (15+)===
'''High Concept''': 

Description.

'''Troubles''':
* '''Name''': Trouble.;
* '''Name''': Trouble.;

'''Fate Points''': 1/1

'''Many Hands Bonus''': +2

'''Approaches''' (2@+3 or 1@+4)
* '''Careful''': 0;
* '''Clever''': 0;
* '''Flashy''': 0;
* '''Forceful''': 0;
* '''Quick''': 0;
* '''Sneaky''': 0;

30+

===TeamName (30+)===
'''High Concept''': 

Description.

'''Troubles''':
* '''Name''': Trouble.;
* '''Name''': Trouble.;
* '''Name''': Trouble.;

'''Fate Points''': 2/2

'''Many Hands Bonus''': +3

'''Approaches''' (3@+3; 1@+4 and 1@+3; 1@+5)
* '''Careful''': 0;
* '''Clever''': 0;
* '''Flashy''': 0;
* '''Forceful''': 0;
* '''Quick''': 0;
* '''Sneaky''': 0;

60+

===TeamName (60+)===
'''High Concept''': 

Description.

'''Troubles''':
* '''Name''': Trouble.;
* '''Name''': Trouble.;
* '''Name''': Trouble.;
* '''Name''': Trouble.;

'''Fate Points''': 2/2

'''Many Hands Bonus''': +4

'''Approaches''' (4@+3; 1@+4 and 2@+3; 2@+4; 1@+5 and 1@+3; 1@+6)
* '''Careful''': 0;
* '''Clever''': 0;
* '''Flashy''': 0;
* '''Forceful''': 0;
* '''Quick''': 0;
* '''Sneaky''': 0;

Pages in category "Teams"

The following 5 pages are in this category, out of 5 total.