UPDATE (11 Aug. ): The Kerberos Club (FATE Edition) is now available IN PDF and IN PRINT WITH FREE PDF. The first copies of the. I loved the Savage Worlds edition, but the Fate edition of The Kerberos Club really grabbed gamers’ imaginations. The Fate crowd was already. The Kerberos Club (FATE Edition) is a game of superheroic roleplaying in Victorian London, written by Benjamin Baugh, adapted for the FATE system by.

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Fate uses a unique set of dice- Fudge dice- which have six sides: One more thing, what about skill points? At the same time, basing them on a die roll keeps a degree of randomness, which makes for more interesting ftae than simply taking a huge, static value in a skill.

The rich details here include everything from the lives of hired help, to the relations to the Queen, to changing public perceptions. Skills may even be created with advantages and drawbacks, such as area effect or requiring a focus.

Fellow players may do this as well. The trick is that the GM may also invoke these aspects- either giving an benefit to the opposition or a penalty -2 to the roll, rerolling, or causing a change to players by offering them a Fate point.

How can you model giving skills in Kerberos Club FATE? – Role-playing Games Stack Exchange

The authors have cleverly chosen these NPC backgrounds to illuminate certain parts of the world, from Automechanicals to the Faerie Courts. But since it’s a GM-controlled plot-driving Extra, you don’t need to care about the details – just declare that the ability exists.


That time-line runs from to in 47 pages. Players build their characters with choices in six areas. The game offers a number of other new conecpts, including the novel idea of shifting damage to the environment through collateral consequences.

Sign up or log in Sign up using Google. They then pick an Archetype and Social Class.

By the middle of the century, the Strange starts to creep out into the open. Here the characters can interact and exist outside of the staid and prejudiced attitudes of Victorian society.

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Tabletop Review: The Kerberos Club: FATE Edition | Diehard GameFAN

In some ways, it reminds me of the best kinds of campaign ideas from cyberpunk. But players may also bundle skills together into a larger group, creating Unique Skills. Plots, plans, and machinations occur without the waking world being aware of them. Skills have associated Power Tiers, ranging from Mundane to Godlike. The book offers a fully fleshed out Victorian setting with superheroes. GMs will find excellent inspiration here.

We’re starting to ramble; Fwte try to edit all this into the answer later, so we can clb comments. He decided early on to enhance and expand the skills system rather than using a variation on the stunts and powers that appear in many FATE games. The authors work to make the game accessible- providing clyb two page mechanics overview right at the beginning of the book.


There are only a few missteps; the kerbfros of the Charge of the Light Brigade feels a little too much. The end of the Christmas special is pretty much the definition of a Major milestone. Kerberos Club members, themselves strange, operate more openly.

Tabletop Review: The Kerberos Club: FATE Edition

The time-line feels open enough to allow the players to shape the story- rather than feeling like a metaplot that cannot be affected.

There are several good examples of this in the show – Tony, Brian, arguably Simon, and more.

Posted October 13, coub We’ll produce a new character hero or villain, usually depending on the circumstances and whether you disagree with each otherlocation, or event, ready to play in your Kerberos Club game. Players start with one customizable Gift and can purchase more later; these include Companions, Equipment, Impact a boosted SkillSignature Aspect, Skilled more skill pointsand Theme minor bonuses related to a circumstance.