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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New clubb may find it overwhelming- but they can simply fall back to the common skill list. That lets you pay what you want for these incredible games, which is a truly superhuman gift for any gamer.

Obviously some of the material is setting-specific. Skills are key to the Kerberos Club system.

Recent posts by The Kerberos Club. By the middle of the century, the Strange starts to creep out into the open. It does wrap up nicely with some general advice about running games in the setting, and a simple adventure finishes out the book. New inventions- machine men, flight devices, lightning guns-begin to appear. I suggest that you tie this in to Fate’s normal kerbeors for gaining, changing and losing powers – milestones. These articles mix together local color, background and plot hooks for a gamemaster.

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Tabletop Review: The Kerberos Club: FATE Edition

Either way, you apply a skill — but some skills pack a lot more power than others. However this book makes me want to run this campaign- it grabbed my attention and had me thinking about the kinds of rich stories I could tell in this world. I don’t think I’ve seen that technique referenced before, and wasn’t really aware you could do it.

Scenes can have aspects as well- kerbetos if the group enters a darkened warehouse expecting an ambush, they may have to deal with the aspects Shadowy Corners, Teetering Shelving, and Stacks of Crates.

It was soon adapted for Savage Worlds and then for Fatepresenting the unique “Strange Fate” approach to playing superpowers in Fate games. Every item will include ideas for incorporating it into an ongoing campaign and for building larger adventures around it.

So let the players reorganise their characters as need be, and your NPC is just the plot-enabling-excuse for being able to rearrange their powers.

So I’m really just using a lot of the rules from Kedberos Club with none of the setting.

Players unfamiliar with Fate face a steeper learning curve. Posted October 14, at 6: Posted July 31, at 5: Two sections cover specific places in London. This begins with character creation.

Combats can end in with one side cljb more from concessions and consequences than from loss of hit points. Some of the skills can be really expensive if they’re custom which they almost definitely will be. With a concept in mind, the player answers a set of five background questions to start the process. GMs of other Fate games will find interesting new approaches here.

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The Kerberos Club (FATE Edition) Is Here!

The book provides many ideas- including how challenges can be used later in a campaign, if the PCs want to recruit new members. If you want you can then let the change happen mid-play according to the events of the game, with the refresh and mechanics being adjusted at the next milestone to match. By supporting this Patreon campaign, you’ll help us create new adventures, characters, villains, locations, and more for The Kerberos Club. When Lady Constance unsheathes her sword, it has profound effects on the adventure.

Just about any combination of key effects can be put together. It is sanctuary and sometimes home to those who have gazed too fatd into the darkness and those who have been touched by the Strange. Multiple points may be spent this way.

Players coming to Kerberos Club from other Fate systems will have little difficulty. Posted July 31, at 9: