Fate/Last Chance v1.2


I was hoping not to need more updates, but during the most recent episode of Fate/Marisbury Must Die -- the fourth game I've run in this system, and, this time, the very first session run with the game's release version -- I discovered a fascinating edge case: What happens when you tie on a Finisher?

So version 1.2 introduces what I am dubbing "the Viveiros rule," in honor of the tragically separated sisters who got into the Magical Energy Reactor-enhanced slugfest that caused this singular tie: Finisher ties are treated like Clash ties, with an additional escalation bonus of +3 to both parties to ensure the following strike is truly explosive. That's in addition to the free Meter from Clash ties that is spent during a Finisher and any Break Bonuses. If a Finisher ties twice in a row, of course, that means +6 to both sides. Enjoy the dice bomb!

This version also adds some text regarding learning about your opponents' abilities in and out of battle, and how to incorporate name and ability discovery into Break Board challenges without slowing the pace of battle.

Files

fatelastchance.pdf 1.6 MB
Mar 17, 2024

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