Fate Modifications

There are a few key differences between the regular vanilla Fate Core and what we’ll be using for Innawoods.

Skills
Many skills have been modified to fit with the period and the tone of the game.
- Athletics: Mostly remains the same, however it can’t be used to dodge ranged attacks unless they’re thrown or otherwise moving naturally slow.
- Science, Engineering: Combined into Academics as far as the knowledge aspects of the two skills go. The crafting is subject to GM approval on a case-by-case basis, rather than a skill to roll with.
- Resources: Since the player character age range is rather young, Resources is handled either through Rapport (for exchanges) and Academics (for general know-how).
- Weapons, Fists: Merged into “Brawl”. Improvised weaponry only carries penalties when used against opponents way above your level.
- Shoot: Renamed to “Accuracy”. Used for precision throwing, as well as easily-acquirable ranged ‘weapons’ such as slingshots and bows.
- Drive, Pilot, etc: Thrown away and replaced with “Extreme Ride”, for all your skate-boarding BMX-riding surf-infused rollerblade-rolling tots.
- Gambling: Renamed to “Games”. Gambling is illegal.
The rest of the skill list stays the same.

Combat
- Stress: Serious combat situations now have attacks bypass Stress for the player characters. What counts as serious can vary and can even happen during combat itself, such as being chased and cornered by a wild bear, to a fellow campgoer suddenly pulling out a switchblade.

Bonds
In place of Crossing Paths are Bonds. These are aspects much like Crossing Paths are, however they vary wildly and dynamically as the game goes along. Essentially they follow the same rule as crossing paths: displaying the character’s relationships with their acquaintances, be they player characters or otherwise. In addition to being invoked and compelled with/for fate points, they can even carry small bonuses for both parties if the bonds are strong enough! They don’t need to be filled as the game starts, and filling them will be optional during the game period itself… however, due to the potential bonuses stated above, creating and evolving your bonds is greatly encouraged.

There are three bonds you can have at any one time. More slots may be earned for each category during the game.
- Friendship Bonds: The most common bond and the one that carries the least effective bonuses. These represent camaraderie and rapport with one other. it’s not uncommon to neglect a bond with one’s best friend to create and nurture a new bond with a stranger! Conversely a falling-out can lead this bond to turn into the next category very easily…
- Animosity Bonds: The less common but potentially more impactful type of bond, Animosity bonds can go from something like a rivalry that nurtures both parties’ skills— against each other or otherwise— to something one-sided like a bullying streak that can potentially help either side while harming the other. It’s not hard to recover from a bond like this, unless it’s escalated to the point of no return.
- Guardian Bonds: Malleable and middle-of-the-road, these bonds easily come and go, however they will always (mostly) (usually) carry a small but noticeable bonus to a very specific type of activity. Not that they can’t be taken to a higher level! The feelings of adoration and admiration can be fleeting, but it doesn’t mean they have to be. In the rare case that those feelings are betrayed, this bond might just be broken… perhaps irreparably.

Fate Modifications

The Mainland GeeEm