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Teams

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Teams are groups of sophants who work together to achieve a goal. Most of these teams are described using the same form as is used for Characters, but with a lot less detail and personality. 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.

Team Sophant Type

If playing a team as a character, use the following instead of the standard character stats:

High Concept: The core purpose of the team. What they excel at doing, and why they exist.
Trouble: Something that sabotages or undermines the team's effectiveness, like being chronically underfunded or having a bad reputation.
Appearance and Backstory: The backstory should include organizational relationships (the company that funds the team) and other relevant characteristics.
3 Character Aspects: Character Aspects define who you are while allowing you to twist fate in ways that tie in with your character’s tendencies, skills, or problems.. The aspect 'Chain of Command' is mandatory:
    • '''Chain of Command''': Who owns the team, along with names and titles of key leaders on the team and the size of the team.;

Approach: 9 points across the team's Approaches. The normal distribution is 4, 4, 2, 0, 0, -1 but the GR may allow exceptions that make the team more interesting.
3 Fate Points / Refresh: Fate Points are spent to create or invoke Aspects, and are gained when Aspects are invoked against you - when you are compelled. Characters start each game session with fate points equal to their Refresh plus any fate points above that total earned from compells.
3 Abilities: 1 Stunt, Augment, Damage Resistance, or Magic, of the player's choice, and the Team Sophant Type. In addition, take the following bonus stunts:

'''Bench Stength''': Once per session the team can remove a consequence, disadvantage, or other situational aspect by bringing in a reserve team member with just the right skills, knowledge, and experience. ''([[:Category:Teams#Team Sophant Type|Team Sophant Type]])'';

'''Crunch Time''': +2 to [approach] overcome an obstacle interferes with our core purpose. ''([[:Category:Teams#Team Sophant Type|Team Sophant Type]])'';

'''You can do ''what''?''': Once per session a team member demonstrates unexpected expertise in some domain the team is not good at overall. For one roll one approach can be raised to 3 but not higher. ''([[:Category:Teams#Team Sophant Type|Team Sophant Type]])'';

'''Many Hands Bonus''': +1 is applied to all fate rolls before any other bonuses, to a maximum of 4, so the team can never roll -4. Apply all other bonuses after the many hands bonus is applied (approach, stunt, advantages, etc). ''([[:Category:Teams#Team Sophant Type|Team Sophant Type]])'';

Equipment: Some possessions that add flavour to the character. Items that can twist fate are usually defined as part of an aspect or stunt.
Mental Stress: A 1, 2, and 3 point slot. Team members start to get overwhelmed, have minor breakdowns, feel burnt out, and may leave the team entirely.
Physical Stress: A 1, 2, and 3 point slot. Team members start to get sick and injured, and may leave the team entirely.
Consequence slots: Teams have 2, 4, and 6 point slots. When taking a consequence choose from the 'Troubles' list below, or create your own problem that hampers the team's effectiveness.

Teams as an Aspect or Stunt

Most teams are not characters, but aspects or stunts that one or more characters and entities can use during play. These are similar to the Team Sophant Type, but have different strengths and weaknesses. If a character has a team as a stunt, there are two options:

  • '''Create Team Advantage''': +2 to [Approach] create an advantage for my team. (DC5);
  • '''Strong Leadership''': +2 to the team's [Approach].;

The first option gives flexibility but adds risk of a roll that may fail.

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.

'''Underfunded''': They never have the money to do it ''properly''.
'''Bad Reputation''': Deserved or not, the team is well know for [something heinous].
'''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.