Category Archives: talk

Updated Chase Rules RFC

Hey, many of you remember the Chase Rules I’ve been using for years now. We still have chases all the time in my games. Well, I finally got around to updating them and making them more full-featured. Check out my new Geek Related Chase Rules – I’d like to get comments before I lock it down and call them done! Let’s say in two weeks I’ll do a final edit.

Thanks to DaddyDM for expanding on these rules himself, and John Reyst for putting the original version on the d20PFSRD.

Vote Now in the 2015 ENnies!

It’s that time again, vote for your favorite products in this year’s ENnie RPG awards!

Track Your Treasure

Ah, killing people and taking their stuff.  It’s great fun, but in this era of Christmas Tree Syndrome it’s hard to keep up with all that loot!

The GM tells you about some stuff when you loot your dead opponents – and a lot of details are held till later (magic, street value). Sometimes no one writes it down, and that item is lost forever.  Sometimes multiple people write it down and you have a conflict later on. Sometimes when you go back and ask the GM “OK so was that morningstar magic?” he responds “what morningstar? You mean two or three sessions ago? I have no idea.”

For our Pathfinder games, I developed a solution.  (It’ll work for any game though.) It’s an easy to use Excel spreadsheet that you use to log treasure, distribute treasure, and handle selloffs and money splitting. So I’m sharing it with you! (cc-attribution-sharealike).

The Geek Related Treasure Distribution Spreadsheet

It has an instructions tab, but here’s how it works.  When you get loot you log it on the Party Treasure tab with who you got it from and when thus:

partytreasure

Then any time someone claims an item, you cut and paste it to the Distributed Treasure tab and add who got it and when thus:

distributedtreasure

 

And you never have to worry again! It makes organizing distributions easy, and selling off unwanted loot and splitting the profits. Money is handled slightly differently on the Coinage tab thus:

coinage

It has a couple formulas but it’s not fancy, mainly it’s just a well thought out format that is a) really fast to enter when you’re in the middle of a game and b) efficient to do distributions and sell-offs. Now the GM has some context to help him remember that maybe-magic morningstar (Oh, the dead cultists right after the temple to Torag, right…), you know who got a piece of loot, and most importantly no valuable treasure just goes missing. We often do a big selloff at the end of a session when someone’s had to hurry off – now they can just go look and see how much money they got out of it.

And it’s entertaining to review late in a campaign. It’s like a historical record of things that happened.  (We gave two snake corpses to a mole-man?  Oh yeah, I remember that…).  It’s amazing how big the spreadsheet gets, when we get finished with an Adventure Path we look back and there’s four-hundred-odd entries… Add extra tabs for other stuff you need to track (like I added a tab to track army food and stores for Wrath of the Righteous, or caravan food and stores for Jade Regent). Your party will love you for it! Once we started doing this we got hooked and now every single campaign has a big ol’ treasure spreadsheet at the end of it.

It works best if you put it in a Dropbox so everyone in the group can view/edit it from their computers and phones and stuff. Enjoy!  Feel free and ask questions about its use after you’ve given it a look.

 

Why Paizo Still Has An Edge Over WotC

Dungeons & Dragons Fifth Edition is out – and it’s pretty good!  I hated Fourth Edition and, like many folks, defected to Paizo’s 3e-derived branch called Pathfinder and Paizo rose to the top of the sales charts for a long period. But now with a viable product, good community engagement, and the nostalgia factor (Drizzle the elf! Space hamsters!) WotC is back in the game.  Will Paizo just fade away, only beloved by a fringe of the old guard?  No, and here’s why.

Let me preface this by saying these are “big boy” reasons, not game system details – how many hit points a bard gets is very meaningful to some ultrageeks but is not relevant to market position. If you wanted to hear something about 5e gnomes vs Pathfinder gnomes, please go play and let the grownups talk for a minute. With that preamble, here are the three major edges Paizo has over WotC and why those will help them maintain their market position.

1. The subscription model. Paizo’s subscription model of selling is like printing money. You’ve heard how comics subscriptions are basically the single largest factor in keeping comics and comic stores afloat right? Well, same effect applies with Pathfinder subscriptions.  The convenience wrenches the money right out of me and many other customers automatically without requiring us to re-make purchasing decisions each month (and to be at the mercy of stores just happening to stock products we want). It’s the same reason why WoW always made huge bank and that model became very compelling to video game producers. Paizo keeps quiet about how much of a big deal this is, probably deliberately so folks like WotC don’t get the memo. But from a business point of view, this is probably the single biggest innovation and leverage point they have from a revenue model perspective. And it’s a big one. I work in software, where we desperately try to get people into subscription models – maintenance, SaaS, etc. because it’s so financially productive.

2. The iconics. With their iconic characters – an idea enhanced from 3e D&D – Paizo doesn’t just have a game system, they have intellectual property. They have then used those iconics to fuel their comics, audio dramas, card games, mini-figs – and I wouldn’t be surprised to see movies or TV in the future. I thought it would be a no-brainer for WotC to have a strong stable of iconic characters in 5e but they completely didn’t for reasons that elude me. Sure, they have some older recognizable characters from their campaign settings – Elminster, Drizz’t, the Dragonlance characters – but they’re not capitalizing on them. One big reason why the D&D movies sucked was that both the good guys and the bad guys were just new made-up generic folks.  “I have purple lips and am evil!” Screw you. Call me when you make Strahd or  Bargle or Vecna or someone the bad guy. Hasbro is supposed to be “branding” geniuses, but even Paizo’s unique visual take on goblins generates stuffed animals and cute comic spinoffs and miniatures while with the 5e launch WotC’s critter of choice, kobolds, has pretty much zero sizzle and visual styling. [Normal] People relate to characters way more than setting way more than rules. Companies work very hard to get good commonalities to use to push customers across product boundaries inside brands, and that’s a great way to do it that WotC doesn’t seem to have an answer for, making it much harder to really capitalize on cross-media opportunities.

3. The adventures. “It’s the adventures, stupid.” Why do people have such nostalgia-love for the old days of Basic D&D/1e AD&D? Do they go back and talk about their love for weapon speed factors and to-hit tables? No, they talk about THE ADVENTURES. Temple of Elemental Evil, Ravenloft, Scourge of the Slavelords, Isle of Dread… These were the shared experiences people had and what they find compelling about the hobby.  Adventuring is the entire point of all the rules and setting content, it’s the actual activity of the game. WotC gets this enough to keep revisiting those classic adventures every edition (Now – Return to the Return to the Keep of the Elemental Hill Giants!) but not enough to actually put out frequent and compelling adventure content themselves except for a smattering of mostly indifferent products. In 3e, the Open Gaming License covered this gap and new adventures are what propelled third party companies like Green Ronin and Atlas Games into the larger businesses they are today. In 4e, they kicked off with a couple and then slid into nowhere and now with 5e, they managed to get two out – but frankly, they’re not all that good, and again, it’s a matter of amount.  Paizo gets out an Adventure Path chapter per month, every 6 months it’s a new one, there’s previous ones where if you want to do gothic horror or Arabian Nights or whatever there’s something to scratch that itch – WotC’s just planning to retread the same old properties, at a plodding pace. And as they are still farting around on licensing, third parties aren’t filling that gap as avidly as they could be. That is leaving player engagement on the table and providing fewer shared experiences to build the nostalgia that’d drive their sales in the future, especially in other media.

So though 5e is a fine game – I’m not sure that as part of the overall package, Paizo has a lot to worry about.  Sure, Hasbro can pump in marketing dollars and get things into bookstores, but a) do they care enough about a small line to do so, as opposed to making more Iron Man doodads, and b) can they really successfully capitalize on multiple product lines and the D&D IP? You’d think that’s where they would be Vikings, but so far early results don’t show a lot of spark there. Anyone that’s listened to Paizo employees talk about behind-the-scenes stuff at Gen Con/PaizoCon seminars (all available on various podcasts) know that they are very smart, squared away professionals who tightly manage their own work, freelancers, licensed products, everything. They’re a well-tuned machine producing huge amounts of product across various channels and product types – Hasbro/WotC could probably do the same – but they don’t seem to be. So sure, brand recognition and deep pockets and being a decent game product will help push 5e into the limelight, but their execution isn’t crisp enough to push Paizo out, is my prediction.

Razor Coast for Cheap!

We’re getting set to run through Razor Coast in our Reavers campaign. This Kickstarted gem from Nick Logue was in limbo for a long time and finally came to fruition.  If you didn’t get a copy, you are in luck – the PDFs are in this week’s Bundle of Holding and you can get the whole set of books cheap!

Link

Topless Robot Q&A With 5e D&D Developers

20 Questions with Wizards of the Coast’s D&D Development Team via Topless Robot

The Mexicans Are Coming

Thought I’d share a little tidbit from a Paizo forum thread I started asking about Hispanic or Latino analogues in Golarion.  I’ve run through most of the other Golarion ethnicities and I’m hankering to play a member of La Raza Cósmica! James Jacobs says there’s not really anything now, but there will be – “That’s the plan.”  Most speculation as to where that’ll come from is on Arcadia, though he doesn’t say that out loud.

Why, I think I’ll get one of these Han Cholo rings in preparation!

Jim Shipman and Outlaw Press, Ripping You Off Since 2009

menagerieWell, our old friend James (Jim) Shipman of Outlaw Press, who happily steals other publishers’ products, art, etc. is back with yet another scam.  You can read about all his Tunnels & Trolls thievery in these old articles. And he’s back at it, as seen in Bleeding Cool News, stealing someone’s products again, a “Monster Menagerie” product from a small publisher, and he boldly states there’s more to come in an email to the artist that complained.

Our lovely IP laws only exist to protect Disney and other large corporate interests.  Everyone talks about “class action lawsuits!” and the like but you’re talking about huge money and mobilization to try to get whatever $200 is in the accounts of some scumbag in Lawrenceville, IL. You can rip off the little guy blatantly and mercilessly. Resign yourselves to it.  This has been going on for 5 years now.

The only real defense is for all of you to go after his Internet footprint – if you’re an affected publisher or artist send a DMCA takedown notice to his ISP/Web hosts; everyone is welcome to complain to the abuse line at anywhere he uses for email, Web, DNS, etc. At least that could drive him to prefer whatever other petty crime he commits back in Illinois. See the back issues for various emails (currently Jimship2@frontier.com), eBay seller IDs, and IP addresses he uses (4.59.106.0-255 is popular, which is Level3 in the Little Egypt region of Illinois) – and be aware he likes to post fake comments to sites claiming to be from other companies, vandalize Wikipedia entries, etc. He currently conducts his online sales from http://www.outlawpressinc.com via PayPal as op_publishing@yahoo.com. A WHOIS gives what appears to be his parents’ address in Lawrenceville, IL.

Feng Shui 2 Kickstarter Live!

Feng Shui, by Robin Laws, one of the coolest games in RPG history.  Well, it’s coming back, and you can get in on the Kickstarter!  Which is like 300% funded after being live for an hour.  Give up on collecting boots from goblins and be a real action movie hero, Chow Yun Fat style (or someone else for you kids nowadays).

Mike Mearls Decides He Values Hookers’ Lives After All

Here on Geek Related, I dish out the shame when it’s due but also the props when they are due.  In D&D 4e, the “kid-proofed” version of the Rust Monster prompted me to write the ever-popular article Mike Mearls Strangles Realism In D&D Like It’s An Unruly Hooker. Go read it to find out why.

But today in Forbes, there’s a preview of the new fifth edition rust monster.  And you’ll be happy to know it’s 100% hooker safe.

MONSTER-MANUAL-Rust-Monster-1471x1940Well, OK, maybe 90% hooker safe.  In earlier editions, if the weapon rusted, bam, that was it.  Your +5 Holy Avenger is so much brown dust. Here you get the progressive -1’s before it’s destroyed.  So it’s definitely nerfed from some other incarnations of the Rust Monster. But that’s still a far sight better than 4e’s “oh, you can always just get it back afterwards” approach. I imagine there will be some way to fix a rusted weapon – there’s not a spell for it yet, but I imagine the second level make whole spell will return eventually. But that’s fair enough.

I’m not quite done with digesting 5e yet, but it’s clear the game has at least come back into the general design space we expect from Dungeons & Dragons.  So let me clearly say “Thanks, Mike Mearls!” I, and I think I speak for a good batch of other gamers here, appreciate that you could see that a good portion of the critique of 4e wasn’t just “grognards that hate change” or “trolling for kicks on the Internet” but was the thoughts of real gamers who honestly wanted to help improve the game. Well done, and thanks for listening.

[Edit: Well, I missed the fact it was “nonmagical weapons” only.  5 shots to get rid of nonmagical only is still pretty crappy and nerfed.  It’s not as psychotically anti-simulation as the 4e version but – sorry Mike, demoted to “beating” (still better than “strangling”).]

D&D 5e PHB Readthrough, Chapter 1-2, Character Creation and Races

Welcome to the second part of my Dungeons & Dragons Fifth Edition readthrough and review of the Player’s Handbook.  Last time, we dispensed with the introduction, and now it’s character generation time!

Chapter 1: Step-by-step Characters

This chapter walks you through the process.  Choose a race, choose a class, determine ability scores, describe your character, choose equipment, come together, you’re ready to rock.

You get proficiencies from your class and other sources, and those proficiencies all share your class proficiency bonus. That’s an interesting streamlining – in 3e, you got a wide array of “your bonus to everything is different.” In 4e you got “+1/2 your level to like, everything.” This threads between those extremes; providing a more simplified general number you add to things you can do while differentiating between things you are skilled at vs not – weapons, nonweapon skills, spellcasting, whatever.  They list the proficiency bonus in each class table but that’s weird because it looks like it’s the same for all of them – it’s +2 and goes up by 1 at levels 5, 9, 13, 17. What is that, ceiling(level/4)+1?

Besides your hit points you actually record your Hit Dice because you’ll use them for healing too. This has confused a lot of 5e newbies online already.  I remember reading Dragon Magazine when I had just started gaming and was playing Star Frontiers, I bought it for the Ares section and would look at the rest with interest – I could figure out what a lot of the D&D part meant except “what the heck is a Hit Dice?!?”

It’s the standard six ability scores – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in their new-as-of-3e ordering. Ability modifiers work like 3e and are +1 for every 2 points (=(score/2)-5). I hope their other changes rein in the min-maxing enough; I would have been tempted to take this back to the lower-scaled bonuses and penalties of Red Box Basic (BECMI).

The primary method of generating stats?  ROLLING THEM LIKE A REAL MAN. 4d6 drop lowest, arrange how you like.  Or if you are weak, they do allow for a standard array or point buy (“If your DM approves”!). At least they say rolling is the primary method. A la carte point buy, along with unrestricted magic purchase, is one of the biggest cause of the problems with Third Edition (including 3.5e and Pathfinder) as it allows high precision min-maxing.

Armor Class (AC) is 10 + Dex + armor as it’s been in every version since 3e.

One notable change is that they just simplify and say Strength is + to hit and damage for melee weapons (and thrown weapons) and Dexterity is + to hit and damage for ranged weapons (and finesse weapons). That’s kinda how it worked in 4e, though layered under their arcane power lingo.

And then, there’s a single XP table for all characters.  The fact that there’s just one doesn’t surprise anyone who’s played the game since 3e but FYI if you’re a pure old schooler. The numbers seem scary low – 300 xp for level 2? I haven’t gotten to how they’re awarded, so it may even out, but that’s an order of magnitude reduction from the standard Pathfinder table.

They do define “tiers” of play and tell you what you might expect, but unlike in 4e they refrain from giving them names and note that “the tiers don’t have any rules associated with them,” which is good.

Chapter 2: Races

chuckThey don’t want to leave out anyone’s favorite. There’s nine races, Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-elf, Half-orc, Tiefling, and most have sub-races.  This is a maximal set of races from the various PHBs.

Some of the fiddliness of 3e is removed here. For example, instead of age modifiers to your stats, you are told you could “use your age to explain a particularly” low or high stat.

Each race gets 2-3 pages for a core writeup then a page or so of subraces, representing the various traditional ones – like elves have high elf, wood elf, and dark elf. You tend to get a +2 to a stat from the base race and then a +1 or +2 to another from the subrace (picking a subrace is mandatory). They also go to lengths to point out what these subraces map to in various campaign worlds – “the shield dwarves of northern Faerun are mountain dwarves,” for example.

They mention that races do vary per campaign world, and mention kender and cannibal halflings of Dark Sun as examples.

Dwarves are what it says on the tin. Female dwarves do not have beards (I bet the newbies wonder why I’m saying some of these seemingly totally random things… Suffice to say that any weird statement I make like this is because there’s some major historical debate among gamers on it.) They get +2 to Con, darkvision (low-light and darkvision have been merged), poison resistance plus advantage on poison saves, and some proficiencies.  Hill dwarves get +1 Wis and more hit points; shield dwarves get +2 to Str and armor proficiency.

Elves are the slightly-shorter type, not the slightly-taller Pathfinder type. They get a +2 to Dex, darkvision , proficiency in Perception, and charm/sleep resistance.  I like that they state these abilities directly but without having to resort to too much gamespeak. “You have advantage on saving throws against being charmed, and magic can’t put you to sleep.” High elves get +1 Int, proficiencies, and a cantrip, wood elves get +1 Wis, proficiencies, +5′ move, and can hide in the wild. Drow get +1 Cha, longer darkvision, some magical abilities, and are sensitive to sunlight (plus they dress super sexy). I’m happy that the made-up-sounding “eladrin” has been demoted to a froofy name for a high elf.

Halflings are the Hobbit type not the murder-thief adrenaline junkie type. They get a +2 Dex, -5′ move, are small (which isn’t as big a deal in 5e), are lucky (reroll 1’s!), brave (advantage against being frightened), and nimble (can move through spaces of larger opponents). Lightfoots get +1 Cha and can stealth behind someone and Stouts get +1 Con and advantage/resistance against poison.

Humans are, you know, us.  They can even be black now, which wasn’t OK pre-3e.  (OK, I’m kidding… Mostly…) Humans get +1 on all their ability scores, an interesting interpretation of the “they’re the polymaths of the races” vibe they have. In a sidebar they basically say “or you could play third edition!” and take +2 to two stats, a skill, and a feat. Humans don’t have subraces in the same sense of the other races, but they do list a bunch of Forgotten Realms ethnicities as examples (no abilities or stat changes are tied to them).

Everyone knows these are the “big 4” – in fact, the PHB goes on to say that the other races are “Uncommon” and may not appear in all worlds and even when they do, they are rarer – they even describe what commoners might think of them if they haven’t encountered them before.

Dragonborn are dragon guys of a vaguely Klingon ilk. They get a +2 Str and +1 Cha, resistance to a given damage type linked to their color, and a breath weapon – at will, 2d6 +1d6 every 5 levels after 1!  a 30′ line or a 15′ cone. That’s nothing to sneeze at. (Get it?!?) But you have to rest to recharge it. They don’t have subraces per se, just color bloodlines. (The [rather silly] issue of whether female dragonborn have breasts is not addressed.)

Gnomes are tinkers and adrenaline junkies. And into nature, and illusions.  For most of the races it didn’t hurt too much that they decided to combine up every other edition’s concepts of them into one, but since gnomes have varied so much, it makes this description a little schizophrenic. They get +1 Int, are small, -5′ move, darkvision, and advantage on all Int/Wis/Cha magic saves. Forest gnomes get +1 Dex and illusions and speak with critters; rock gnomes get +1 Con, knowledge, and tinker (make a couple doodads – not very interesting out of the box but I assume the list of possible devices will grow without bound in splatbooks).

Half-elves are diplomatic outcasts (squint real hard and it makes sense) and get +2 Cha, +1 to 2 scores of your choice, darkvision, charm/sleep resist, and a couple skills.

Half-orcs are, you know, half orcy. +2 Str, +1 Con, darkvision, proficiency with Intimidate, one free “pop up to 1 hp when reduced to 0 hp” reimplementation of ferocity, and an extra damage die on crits.

Tieflings are devil people. Well, anywhere less than half devil. Horns, tails, the whole deal. They get +1 Int, +2 Cha (what is this, a Lords of Acid album cover?), darkvision, fire resistance, and some minor spells.

Overall a good spread, and described decently. I don’t disagree with any of the implementations, except that there seems to be a weird lot of charisma boosts for races that could fairly be described in lore as “feared uggos.”

The thing I thought was the most impressive was how the game terms took the background.  They were still there somewhat – Small size, advantage, resistance – but when they could describe something without resorting to sounding like a lawyer, they did, and I think the rules are more robust for it.  “Magic can’t put you to sleep” is way more definitive than “immune to things with the sleep keyword” or whatever – over time you get these things that “are exactly like that but don’t have just the right keyword” – plus it sounds more like natural freaking English.

By this point in 4e I was starting to get pinpricked by weird stuff – movement in squares, super magical racial abilities like eladrin teleporting, rules being keyword-driven to the point of incoherence… But so far, so good here. Part of me wants to gripe about there being no racial stat penalties, as an obvious sop to the helicopter-parented self-entitled kids of today, but… eh. 5e, where all the children are above average.

Next time – 112 pages of classes (gulp)!

Reavers on the Seas of Fate – Season Four

Time to start in the fourth season of our epic Reavers on the Seas of Fate campaign!  A Pathfinder piracy campaign based in Golarion, Reavers has seen our protagonists – currently Sindawe the Mwangi monk (captain of the Teeth of Araska), Serpent the albino Ulfen druid/ranger/barbarian, and Wogan the portly gun-wielding Chelish priest of Gozreh – range far and wide in their depredations. Tommy Blacktoes the halfling and Ox the Garundi both were PCs, but their players dropped out eventually.

In Season One they got their start on the mean streets of Riddleport in northern Varisia. They went as far as the ancient serpentfolk ruins of Viperwall to thwart plans to use the recently-completed Riddleport Light to open the Cyphergate and bring madness and/or death to the populace. They also met a lot of our major recurring characters – Saul Vancaskerkin the friendly Riddleport crime lord, Clegg Zincher the less friendly one, Samaritha the half-elven Cyphermage, Lavender Lil the well-endowed tiefling prostitute, Elias Tammerhawk the head Cyphermage and upcoming crime boss, Jaren the Jinx, unlucky pirate, and Hatshepsut the priestess of a lost civilization. And many others, who mostly got killed. Before it was all over, Tammerhawk was revealed and thwarted as an evil serpentfolk trying to bring ruin to Riddleport, Samaritha was revealed as a benign serpentfolk and Serpent’s love interest, Lavender Lil was spirited away from Clegg Zincher’s vengeance by an enamored Tommy, and Hatshepsut was freed from time-stasis in Viperwall and joined the group. And Sindawe gains the favor(s) of Wendo spirit Mama Watanna, Sadly the thwarting of Tammerhawk still resulted in his escape and in a tsunami that wrecked Riddleport – and the insertion of weird orichalcum glyphs in each player!

In Season Two they deal with the aftermath of the tsunami and head out to the Devil’s Elbow, where they discover an odd link between their new glyphs and threats from the Shadow Plane. They kill a pirate captain and take his ship, and finally are promoted from “hired muscle” to “independent contractors!” They wavecrawl around and meet many aquatic terrors, and bring some themselves. More horror in Riddleport also results, but in the end they take a trip to go find Jaren the Jinx and end up on an Azlanti island fighting Deep Ones. In other news, Tommy and Lavender Lil end up becoming thralls of the succubus lord Nocticula.  And Serpent and Samaritha get married! Sindawe cheats on Mama Watanna with Hatshepsut, but manages to talk his way out of the worst of it…

Season Three is all about heading across the Azlant Ocean to the sunken spires of lost Azlant to follow both pirate captain Morgan Baumann and collect a bounty on her, but also to follow a treasure map entrusted to Sindawe by his father. There’s aquatic exploration and survival horror and skirmishes with the elves of the Mordant Spire who consider Azlant their purview, until they finally reach the lost Sun Temple Colony and delve into its bizarre legacy and inhuman masters. Flying Azlanti death rays, flame-slug puppetmasters, vampire strippers… But in the end they confront both their goals and head back to Riddleport! Sindawe and Wogan try to keep their mind on their money and their money on their mind this season,but not so Serpent – Samaritha comes up pregnant!

Now, Season Four.  In realtime this season is almost complete so I can tease you on its contents!  They haven’t heard the last of the serpent man posing as Elias Tammerhawk, or of the shadow demon Chmetugo. Wogan wants to go save his sister, who now lives in the depths of Nidal, from a local plague. Sindawe wants to prey upon the ships of the Chelish coast like a wolf. Serpent wants to keep his new egg safe. They team up with some old friends, Captain Clap and Thalios Dondrel, son of Mordekai, for some pirating. But as one might expect, Cheliax is not a soft target. There will be blood! And, two new PCs join the group.

So stay tuned for the continued exploits of the fearsome Reavers on the Seas of Fate!