Chapter 5: Settings
Settings are places for the game to take place in that can impact the player in positive and negative ways. They also have Items that the Game Master and Player can both use. Remember unless a player has the Benefit Multiple Limbs they can only use one Item in a roll. This same rule goes for the Game Master too.
Just like with Benefits these Settings have been broken down into different styles of game so a Game Master can with ease pick a Setting that makes sense with the game they are trying to run.
Fantasy
These Settings work very well for a high end fantasy game.
Tavern:
Description: The local tavern of the seedy city for which you find yourself in is full of dark strangers and hushed secrets. The bar keep seems to have a somber look on their face as they hand you a hard drink. It tastes horrid, but it does the job well enough.
Special Features:
Hard Drinks: If a Player decides to drink the ale on hand it is a Might or Control roll against a dice value of D6. If they fail their Control is impacted and has to be rolled and then goes down one level. If they pass they have a +1 added to their Charm rolls for an hour.
Items:
Rumors And Tall Tales: D4
Tavern Keep Breaking Up A Fight: D6
Endless Maze:
Description: You are wandering about in an ancient maze who the constructors of have long since been lost. Made of fine stone and riddled with hidden traps, every step you take here could be your last.
Special Features:
Deadly Trap: The Game Master can spend a Trick to have the player do a roll with their Wits to look around for a hidden trap. The value needed to find said trap is a D6. If they fail the trap goes off, this can be whatever kind of trap you can think of and works against any Core Stat the player has. They will need to roll against it in a fitting way. It has a dice value of D8. If the player fails their Core Stat is impacted, causing them to roll it and lower it by one level. Some traps are very deadly, causing the player to roll their Core Stat twice.
Getting Lost: For every hour the Player spends in the maze they will need to make a Wits roll against a dice value of D10 to see if they can still tell where they are. On a fail the player is now lost and will have to wander the maze for at least half an hour, after which they can roll again to see if they have found their way.
Items:
Long Lost Great Sword: D8
Treasure Hord:
Description: Mountains of gold stand before you, seemingly free to grab from. Some of these heaps of wealth stand as high as a small house with gems of green and red littered about. Things could not be this easy on you, there must be some kind of guard to protect this treasure, right?
Special Features
Dazzling Treasure: Anytime the Player looks around to find something or someone the roll suffers a -2 due to the sights before them.
Pocket It!: The Player can spend a Tease to turn some gold in the Treasure Hord into an Item that can be used without a cost throughout the next Scene. The dice value of this Item is a D8.
Items:
Magical Ruby: D10
Current Day
These Settings work well for a game that takes place in the current day.
Strip Joint:
Description: The lights are dim as your eyes are drawn to the front stage where a wonderfully distracting figure moves about. They are in mid dance and are just getting to the enjoyable section of their display as cheers and applause start up all around you.
Special Features:
Horny Environment: It's impossible to not stand around here and be turned on by the display before you. It impacts the player no matter where they go. Any Control roll they make here that is a fail causes them to make a Lust roll.
Building Temptation: It seems like no matter what the Player does, everything in here turns them on. When this place is entered the Game Master earns a Trick, but it can only be used for a Lust Roll. Anytime a 1 is rolled on the D12 Fate dice by the player an extra Trick is gained by the Game Master, but again it can only be used for a Lust roll. These extra Tricks are removed from use after the Player leaves the Strip Joint.
Items:
Distracting Show: D6
Theater:
Description: You stand before the concession stand looking over the many treats and goodies on display, the most striking of which is the person behind the counter waiting on your choice. A cheer in the distance can lightly be heard, the film is just getting to the good part and you may not want to miss out.
Special Features:
Keep Quiet!: The Player will have to be extra quite around here while the film is showing, impacting their chances of communicating properly. Any Charm based rolls they make while here has a -2 added to them.
Items:
Action Set Piece: D10
Junk Food: D4
Local Video Store:
Description: These places still exist? You are in the horror section of your local video store, looking over some old school 80s classics. This should make you feel nostalgic, but it's all well before your time.
Special Features:
The Good Times: Due to how quaint this place is you are much more easy to get into a good mood. Any Charm rolls made against the Player that are trying to complement them have a +2 added to them.
Items:-
Horror
These Settings work well for a creepy and dark game that may have horror based elements.
Haunted House:
Description: You are in a very old and very empty house. The only thing that seems to be present is cobwebs, the creaking of the floor under you, and an uncomfortable feeling building up inside.
Special Features:
Building Dread: When the Player rolls a 2 and 3 on their Fate dice while here the Game Master earns a Trick, not just when they roll a 1.
Black Cat: Whenever the Player rolls a 1 on their Fate dice a black cat comes out of nowhere and darts around that character, giving them a jump. A D4 is rolled against that characters Wits or Control, Game Master decides which, that if it hits their Core Stat said Core Stat is impacted by it.
Items:-