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Teams

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Create or Edit Teams:

 

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 even play a team as a fully developed character. The approach below is a quick and dirty way to figure out what the e.g., 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.
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, the size of the team, and the team budget.;
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.
Fate Points / Refresh: Fate Points are a temporary pool of points that are spent to twist your fate and bend your character's narrative. Players can use 1 Fate Point to:
  • invoke an Aspect to gain +2 on a roll, or
  • resist having an Aspect compelled, causing trouble for their character.

Usually characters start each session with a Fate Point pool equal to their Refresh plus any bonus Fate Points earned from compels. A character can have more Fate Points than their Refresh score.

Abilities: Create 1 ability of the player's choice. In addition, take these stunts:
'''Bench Strength''': 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.;
'''Crunch Time''': +2 to [approach] overcome an obstacle interferes with our core purpose.;
'''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.;
'''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).;
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 Ability

Most teams are not characters. They are an Ability that a sophant can use during play. These are similar to the Team Sophant Type, but have different strengths and weaknesses.

If a character has a team, they will end up with one Leadership stunt and one Team description

Leadership Stunt

Copy one of the following to the Stunts section of your character sheet:

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

The first option gives flexibility but adds risk of a roll that may fail. You must specify the approach when taking the stunt.

Team Description

Teams have a high concept, size, actions, approaches, and a host of troubles. These are put together into a single team description on the character's sheet.

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
High Concept
To create a team, first come up with a high concept that describes what the team is good at doing. ::Example: In-theatre infiltration, hacking, and cyberwarfare.
Description
Expand on the high concept a little.
Example: Small group of individualistic and confident veterans of many espionage operations. Two agents go in, two provide overwatch, and two work the computers.
Approaches
Teams get points to distribute to one or more approaches. Small teams are good at one thing, and have a +3 in one Approach. Larger teams add more points of approach (see table above and below).
Team Size
How big is the team? 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.
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. The choice is up to you. This may affect the description.
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.
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 large team can use bonus fate points to affect the outcomes of work in sub teams.
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.
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.
Examples:
'''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.

Assemble Team

Using the information above, add a team to your character sheet. For example,

'''[High_Concept]''': [Description]. [Approach1], [ApproachN]. Size: #. Many Hands: #. Refresh: 1. [Trouble1]. [TroubleN].;

Note that the team's High Concept is the bolded title, and that different elements are separated by commas and periods, not semicolons. A semicolon is used to tell the wiki that the team description is complete.

Outlines for other pages

This template text can be copied into a character sheet and updated to suit.

5+

'''[High_Concept]''': [Description]. [Approach1]: +3. Size: 5-14. Many Hands: +1. Refresh: 1.
:[Trouble].;

15+

Choose one.

'''[High_Concept]''': [Description]. [Approach1]: +3, [Approach2]: +1. Size: 15-29. Many Hands: +2. Refresh: 1. [Trouble]. [Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +4. Size: 15-29. Many Hands: +2. Refresh: 1.
:[Trouble].
:[Trouble].;

30+

Choose one.

'''[High_Concept]''': [Description]. [Approach1]: +3, [Approach2]: +3, [Approach3]: +3. Size: 30-59. Many Hands: +3. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +4, [Approach2]: +1. Size: 30-59. Many Hands: +3. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +5. Size: 30-59. Many Hands: +3. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].;

60+

Choose one.

'''[High_Concept]''': [Description]. [Approach1]: +3, [Approach2]: +3, [Approach3]: +3, [Approach4]: +3. Size: 60+. Many Hands: +4. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +4, [Approach2]: +3, [Approach3]: +3. Size: 60+. Many Hands: +4. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +4, [Approach2]: +4. Size: 60+. Many Hands: +4. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +5, [Approach2]: +3. Size: 60+. Many Hands: +4. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].
:[Trouble].;
'''[High_Concept]''': [Description]. [Approach1]: +6. Size: 60+. Many Hands: +4. Refresh: 2.
:[Trouble].
:[Trouble].
:[Trouble].
:[Trouble].;

Pages in category "Teams"

The following 7 pages are in this category, out of 7 total.