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Amethyst: Destiny (Fate Edition)

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THE NEWEST VOLUME OF AMETHYST IS ON KICKSTARTER NOW UNTIL SEPTEMBER 29th!

Note:   For best results, Amethyst Destiny requires the Deck of Fate.

Which side will you choose? Which weapons will you wield? Earth is torn between the order of science and the chaos of fantasy. These two worlds cannot mix. Venture into lands once claimed by skyscrapers and factories, now overrun by elves, goblins, and dragons. Choose your path and commit to the quest. Monsters will hunt you; machines will track you. No gods will help you; no prophecies will choose you. The fate of the world rests with you.

The critically acclaimed Amethyst setting, now for FATE

This rulebook includes:

- A customized version of the Fate Core system for making strategic decisions with a deck of cards instead of dice

- Eleven playable species, over two dozen unique cultures, and guidelines for creating your own

- A customizable, profession-based skill system

- Freeform magic inspired by popular fantasy

- High-tech equipment from revolvers to railcannons, pickup trucks to powered armor

- Mythological monsters adjustable to any level of challenge

- Dozens of optional rules to tweak the system to your group's taste"

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Reviews (2)
Discussions (12)
Customer avatar
Christopher S August 31, 2015 1:03 pm UTC
PURCHASER
These posts may be of interest to players who want a little more crunch in their equipment and combat systems:
https://akasharepo.wordpress.com/2015/08/29/gear-creation/
https://akasharepo.wordpress.com/2015/08/29/gunplay/
Customer avatar
Christopher S May 22, 2015 6:36 pm UTC
PURCHASER
While it seems weird to be shilling someone else's product on my own product page, I would strongly recommend Aperita Arcana (http://www.rpgnow.com/product/149698/Aperita-Arcana-fantasy-for-Fate-Core) for anyone who would prefer to run Amethyst with rules more in line with both Fate Core and D&D. Adapting the vocations in our book to their implementation of the system should be fairly straightforward: just treat the vocation stunts as talents for whatever class seems closest in flavor, making minor modifications as necessary (for the species vocations, you may have to create a few talents to account for things that were just assumed permissions in our book). Techan equipment is a pretty straight conversion as well - just treat modes and properties as weapon features, leave free stunts as they are, and allow non-free stunts to be triggered instead of a free boost. Pistols are weapon:0, rifles are weapon:1, heavy weapons are weapon:2 - TL 4 and 5 weapons increase these ratings by 1. Exo-armor is armor:3....See more
Customer avatar
Christopher S October 01, 2014 9:22 pm UTC
PURCHASER
This post on the Fate G+ community has some guidelines for using a customized poker deck in place of the Deck of Fate (it requires a lot of normal decks to construct, but should still be a cheaper option): https://plus.google.com/117281067526668029159/posts/ZsikCbV2eu3

You can use one of the methods there for a more bell-curvy distribution than the alternative I suggested (which is more like d6-d6). If you do it this way, play a five-card hand as normal and reshuffle when you play a red or black 4 or a joker.
Customer avatar
Dillard R September 19, 2014 4:46 am UTC
PURCHASER
One thing I'd really encourage everyone playing this setting is to add teamwork bonus for magic and tech equipment. Since they are effectively intelligent a magic sword +1 or a Tech level 1 assault rifle should be able to add at least a +1 bump to whatever check you are doing.
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Customer avatar
Christopher S September 19, 2014 12:40 pm UTC
PURCHASER
Not sure about TL1... that ranges from about 1940s to early 2000s, with TL2 being slightly improved on what we have now. But TL3 and up has computerized assist built into just about everything. Just bear in mind that the more sophisticated the system, the more likely it is to disrupt :)

As for magic items, you could conceivably even build one as a PC :) (I wouldn't do the same with high-tech AIs due to the disruption risk).
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Customer avatar
Dillard R September 19, 2014 5:18 pm UTC
PURCHASER
Remember at TL 1 and higher you are talking telescopic sights, holo sights and red dot sights. You are talking closely machined tolerances that more closely resemble masterwork items. TL 1 is the Space Age and you are talking the dawn of miniaturization. Using York stunt or work from Selkirk this would more likely result in shielded and maybe even immune items at TL1 and lower. The fiction from the Train Guard vocation is especially evocative of echans using spells and guns simultaneously. Granted these are TL 0 and are from Selkirk, but TL 1 items (and above) should offer a teamwork bonus at least for increased effectiveness and ease of use.
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Customer avatar
Christopher S September 20, 2014 2:36 pm UTC
PURCHASER
Well, you can do what you like at your own table, but consider it a strong deviation from designer intent - both mine (I left the static teamwork bonus out of the book completely because I don't like it) and whoever came up with the teamwork rule, which specifically states 'characters' - very advanced equipment and some magic items may be marginally intelligent, but they aren't characters unless you build them as NPCs, in which case you wouldn't be able to use their TL as a vocation in place of your own and you wouldn't be able to use your free gear aspect invokes on them (which are what advanced sights, machining etc. are intended to be represented by).

It's already easy enough to inflate results to ridiculously high levels as it is (any team with a Marshal should be getting at least one +3 every other round, for starters), so you don't really need a random +1 anyway.
Customer avatar
Dillard R September 17, 2014 3:53 am UTC
PURCHASER
I guess I'd also like to see some of the gargantuan scale monsters listed in the monsters section. And if you do this you will probably have to generate some rules for scale differences.
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Customer avatar
Christopher S September 18, 2014 4:30 pm UTC
PURCHASER
For very large monsters, I actually recommend this module: http://www.evilhat.com/home/wp-content/uploads/2013/02/Giant-Monsters.pdf (unfortunately, there's nothing in that document about being covered by Creative Commons, so I can't use it in any publications myself).

Basically use the guidelines for creating solo monsters and then make it so that the players can climb them, Shadow of the Colossus-style :) During the playtest, one of my group did this to a giant dire moose (leaped onto its snout from the roof of a scrambler and shot it in the eye at point-blank range... although this didn't really accomplish anything except to make it angry).
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Customer avatar
Dillard R September 19, 2014 4:42 am UTC
PURCHASER
Thanks for replying so quickly. I appreciate the candor.
Customer avatar
Dillard R September 17, 2014 3:38 am UTC
PURCHASER
Is there a source for Amethyst monsters not covered in the book? Such as Ogres and Ettins? I like the chart of Fae creatures but find it a bit confusing when creatures are listed but then are not described anywhere in the book. Also the list of spells is pretty sparse. Do you have a recommended list somewhere? If you want to make this more FATE friendly I'd really recommend putting some examples of how to create creatures and spells in the book that are specific to FATE. What does a typical Fantasy fireball spell look like in Amethyst? I'm talking about the kind that blow up an area; the one in the book sounds more like a point attack weapon. A list of more typical spells from fantasy converted to FATE would be very helpful.
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Customer avatar
Christopher S September 18, 2014 3:53 pm UTC
PURCHASER
The intent was for people to take their favorite monster and magic books from other systems (I had D&D in mind, but the guidelines I provided should work with WoD/Mage and Ars Magica as well) and use the flavor text and broad power guidelines from those to come up with their own, or build their own from wholecloth using the guidelines provided: because monster abilities and spell effects are narrative rather than mechanical (for the most part, the normal effects of aspects are all the mechanics they need), conversion should be minimal. Certain setting monsters either aren't covered by any of the currently available products for the other systems, or the creator/publisher asked me to keep them back for the next setting expansion book (neriisa shouldn't even be in this book - they were taken out of the Pathfinder and 4e books after I added them back based on the 3e version). So, there aren't any ogres or ettins because I don't even know what they're like in Amethyst either.

Since most of the flavor...See more
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Customer avatar
Christopher S September 18, 2014 4:10 pm UTC
PURCHASER
Also, since you asked specifically: the typical fantasy fireball is the 'Firestorm' sample spell (under the +5s). As for what it form it actually takes in play... that's up to you. By itself, the spell just gives you narrative permission to create a really big fire-related effect. You could make an attack against every creature in a zone (using the normal rules for attacking multiple targets); you could place an "On Fire" or similar aspect on an entire zone; you could overcome something big and flammable, like a castle gate; you could use it as an advantage action to intimidate easily impressed yokels; whatever makes the most sense at the time.
Customer avatar
Dustin E September 16, 2014 3:05 am UTC
PURCHASER
I've really been enjoying this version of the game. It's my first exposure to Amethyst and my table has been having a blast. Is there any chance of seeing a PoD version of the book? This would be really convenient for my table to have.
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Customer avatar
Christopher S September 18, 2014 4:32 pm UTC
PURCHASER
PoD is planned. When it will be available... we don't know (see the comment following yours).
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Customer avatar
.. . September 19, 2014 3:56 pm UTC
PURCHASER
Is it planned to update the PDF before the POD, (i.e. fragment mentioned by Dillard R.)?
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Customer avatar
Christopher S September 19, 2014 4:11 pm UTC
PURCHASER
I just sent an errata list in which should be implemented soon. There's also a major change to the regions list, because I've been under a massive misconception for years as to where certain places are supposed to be (thankfully, my erroneous belief that Salvabrooke was Yellowstone instead of Salt Lake City didn't actually invalidate the description).
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Customer avatar
.. . December 14, 2014 12:49 pm UTC
PURCHASER
Since the POD is available now, we can expect errated pdfs soon?
Customer avatar
.. . September 08, 2014 9:33 pm UTC
PURCHASER
Can we expect a POD version anytime soon?
Reply
Customer avatar
Chris D September 09, 2014 4:42 am UTC
PUBLISHER
Still going through the filters at RPGNow. The Patfhfinder version has been having issues since April, soooo....
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Customer avatar
.. . September 09, 2014 4:20 pm UTC
PURCHASER
Oh... but there's a bright side of this - you can catch more 'printing gremlins' before ;)
Customer avatar
Dillard R September 01, 2014 5:56 am UTC
PURCHASER
Noticed on p. 81. Under bonding benefits. Consequences of a bonded mate dying. -1 to Will and Fortitude saves. FATE doesn't have Will and Fortitude so I am guessing the consequences differ, but in what way?
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Customer avatar
Christopher S September 02, 2014 7:29 pm UTC
PURCHASER
Gah... I'm absolutely certain that I'd fixed that, so Google Drive has some explaining to do :)

What it was SUPPOSED to say is "If either side dies for any reason, the surviving bondmate immediately loses all benefits, including extended lifespan (sometimes resulting in the surviving mate dropping dead instantly if their time is up). The survivor may, if they wish, immediately rewrite one of their aspects, including their Concept aspect, to reflect the magnitude of their loss. The shortened life of the longer-lived side stays shortened."
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Customer avatar
Dillard R September 06, 2014 2:30 am UTC
PURCHASER
Thanks.
Customer avatar
Chris E August 20, 2014 6:24 am UTC
PURCHASER
A very nice conversion but I do have one question.
A players starts with a hand of 5 cards from the Fate Deck and uses them on various actions, no problem there.
But when are these cards replaced ?
When they have all been used does the player draw 5 new cards ?
Reply
Customer avatar
Christopher S August 20, 2014 7:21 pm UTC
PURCHASER
You redraw to 5 when your hand runs out, you can invoke an aspect to draw one card, and some stunts allow you to draw and discard in other circumstances.
Customer avatar
Jeff W August 16, 2014 5:57 pm UTC
Can it still be played with FATE dice? Not a fan of cards...
Reply
Customer avatar
Christopher S August 16, 2014 10:17 pm UTC
PURCHASER
There are guidelines for using Fate dice, d6-d6, or a d20 (as well as using poker or tarot cards instead of a Fate deck) - there are just some stunts you'll have to either rewrite or avoid.
Reply
Customer avatar
Jere K August 17, 2014 4:18 am UTC
You can use this online deck of fate if you don't have the cards yourself:

https://krischel.org/deck-of-fate.cgi

If there are any Amethyst specific random draws needed, let me know and I can program them in too.
Reply
Customer avatar
Christopher S August 17, 2014 4:51 am UTC
PURCHASER
It's hand-based, not purely random. But that script would be helpful for someone who wanted to use the momentum rules without having a deck.
Customer avatar
Luke W August 16, 2014 5:47 am UTC
Does this book require a copy of Fate Core?
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Customer avatar
Christopher S August 16, 2014 12:27 pm UTC
PURCHASER
(Author of this conversion here)

This book contains all the essential rules necessary to play. A copy of Fate Core is recommended, but not required (and in any case, the Fate Core PDF is available free from Evil Hat's website here: http://www.evilhat.com/home/fate-core-downloads/).
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