Turf War – Splatoon Fate Hack (UNTESTED)

From time to time I have ideas for ways to tweak the rules of Fate Core or Fate Accelerated Edition, creating special systems for a certain type of game. One of the first ones I came up with was a way to simulate the game Splatoon. However, I haven’t tested it yet, so the following is straight out of my head.

This takes a bit of setup. Create a map with quite a few zones–my gut says maybe around 1.5 per combatant. Each zone should have a number between 1 and 5 representing its relative area (no halves or decimals). Next, have each player choose a weapon type from Splatoon and come up with an appropriate temporary stunt tied to it. This replaces the effects of any equipment system you might be using.

From this point, combat rules ensue, except that characters cannot take consequences and will be sent back to their team’s start zone when taken out. You might also want to limit players’ turn time to keep that quick feeling going. The match also ends after a certain number of exchanges, probably about 5.

The zones are the heart of the system. Each has a stress track equal to the size numbers established earlier, but you must keep track of which team deals the stress. You add stress to it for your team by creating an ink-related advantage. A zone inking action has a passive opposition of 1 by default. If the zone has stress from the opposing team, its opposition is equal to that stress amount. It is also increased by +2 if there is at least one enemy inside it. Stress is dealt to empty points first before cutting into what the enemy has dealt.

When in a zone that already has existing stress dealt by your team, you may invoke the zone for a bonus to any action equal to the amount of stress. This is a free invoke that does not disappear when used.

Once the time limit is up, if one side seems to have an overwhelming share of the battlefield, declare that side the winner. Otherwise, add up all zone stress claimed by each side at the end. If the results are within 3 points of each other, share where things stand, then make a roll that adjusts the lower score. After a dramatic pause, reveal the result, and the team that held the most total zone stress is the winner.

Once again, remember that I have never gotten to test this system. If you have ideas to make it quicker or require less bookkeeping, let me know. If you decide to try it, I would love to hear all about it!

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Author: Phil N. Schipper

22-year-old creative writing student at Western Michigan University. After self-publishing my first book in April of 2013, I turned to game design. Also contributing at OpRainfall.

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