Design Notes for Tonulli – Fate RPG in Mesoamerica

Some rough notes on why I did what I did when designing Tonulli, i.e. Fate RPG for the New World.

Skills

The Versions of Fate 3.0 I’ve looked at closely concentrate on Pulp (Spirit of the Century) and Urban Fantasy (FREE FATE, Dresden Files RPG). These settings don’t correspond too well with Mesoamerica so I thought I’d have a look at other systems to see what they offer.

Fate 2.0 includes a general mechanism for making a skill list that is appropriate for a particular campaign. Essential the GM has to select skills in each of nine skill categories. Within each the GM can pick Broad, General or Specific skills to reflect the type of campaign.

GURPS Aztecs says that generally the skills from GURPS Basic are appropriate. I haven’t gone to the trouble to look at the skills from GURPS basic as FATE has its own. I’m really just interested in the unique things that GURPS Aztecs mentions. For one thing GURPS Aztecs makes the point that Lockpicking is inappropriate because there are no locks in the Aztec world. It also replaces Writing with Picture-Writing. GURPS Aztecs then modifies some general skills for the setting and adds a few that are specific to Mesoamerica.

I included all of these options in the table below to help me identify what is important for Tonulli. I want to use Fate 3 terms for the skills, have the right balance of skills, and include Mesoamerican flavour.

Skill Category Fate 2.0
Broad Skills
Fate 2.0
General Skills
SoTC FREE FATE GURPS Aztecs Tonulli
Academic
/ Knowledge
Languages
Lore
Research
Teaching
Area Knowledge
Computers
History
Linguistics
Literacy
Mathematics
Science
Academics
Mysteries
Science
Academics
Mysteries
Science
Language Skills
Theology
Cyphering*
Patolli
Picture-Writing
Sacrifice
Academics Languages
Mysteries
Patolli
Theology
Artistic
/ Craft
Art
Performance
Acting
Dance
Painting
Play Instruments
Sculpture
Singing
Art
Engineering
Art Poetry Art
Performance
Athletic
/ Physical
Athletics
Endurance
Acrobatics
Climbing
Endurance
Jumping
Running
Swimming
Athletics
Endurance

Might
Athletics
Endurance

Might
Ball Game Athletics
Endurance
Might
Ball Game
Combat Melee
Missile
Unarmed
Option 1:
Bows
Brawling
One Handed Edged
One Handed Blunt
Polearm
Shield
Thrown
Two Handed
Unarmed Combat
Fists
Guns
Weapons
Fists
Guns
Weapons
Combat/Weapon Skills Bow
Sling
Fists
One Handed
Spear
Two Handed
Shield
Criminal
/ Subterfuge
Larceny
Stealth
Fence
Forgery
Hide
Lockpicking
Pickpocket
Sneak
Streetwise
Burglary
Sleight of Hand
Stealth
Burglary
Sleight of Hand
Stealth
  Burglary
Stealth
Perception Awareness
Observation
Awareness
Search
Sense Motive
Spot
Alertness
Investigation
Alertness
Investigation
  Alertness
Investigation
Professional
/ Mundane
Craft
Healing
Riding
Clerk
Cooking
Driving
First Aid
Medicine
Smithing
Riding
Rope Use
Stonecutting
Woodcrafting
Drive
Pilot
Engineering
Gambling
Resources
Survival
Drive
Pilot
Engineering
Gambling
Resources
Agronomy
Beverage-Making
Featherworking
Flower Arranging
Jeweller
Weaving
Craft
Healer
Priest
Resources
Social Deceive
Impress
Bluff
Contacting
Charm
Intimidate
Lie
Seduce
Contacting
Deceit
Empathy
Intimidation
Leadership
Rapport
Resolve
Contacting
Deceit
Empathy
Intimidation
Leadership
Rapport
Resolve
Heraldry
Merchant Banquets**

Contacting
Deceit
Empathy
Intimidation
Leadership
Rapport
Resolve
Survival Survival Herbalism
Hunting
Survival
Tracking
  Survival   Survival

* Cyphering is simple maths – add, subtract, multiply and divide – for merchants and administrators. It is superseded by Accounting and Mathematics.

** Merchant Banquets is a Savoir-Faire Specialty

Leave a Reply