Four-Color FAE

Power Levels and Super "Weight Classes"

In some worlds, not every super is created equal, and your gaming group wants mechanical effects to represent this imbalance. The GM can use the "Scale" rules from the Fate System Toolkit, found here:

When two supers enter into a conflict with one another, the differences in their scale come into play. For every step that separates them, apply one or more of the following effects if it makes narrative sense that the power level would make a difference:

  • For attacks, +1 to the Attack roll, or +1 to the Defense roll
  • +1 to active opposition against an opponent's Create Advantage roll (whether active or passive)
  • Deal +2 shifts of harm on a successful attack or reduce incoming harm by 2

For example, in the campaign world where Mack Atlas lives, supers get their power in "Stages". Stage 2 characters are people at peak human ability. They can function as costumed vigilantes, but don't have unique powers of their own. Stage 3 characters are minor superhumans, and have basic powers such as flight, energy blasts, and so on. Stage 4 characters are veteran-level supers, with a strong set of powers, a good healing factor, and other benefits. The few Stage 5 supers dominate their areas, and Stage 6 would be the heroes or demigods of legend.

Mack is a Stage 4 hero. He is attacked by a Stage 2 vigilante who uses smoke bombs, tonfas, and shuriken. Because there's two steps of scale in difference, Mack gets a +2 to oppose attempts by his enemy to Create Advantage using nerve strikes or crippling joint locks, and to reduce incoming shifts of damage by 4 from tonfa or shuriken attacks. The GM rules that the vigilante's smoke bombs are fully effective, because Mack's power level doesn't provide a benefit for seeing through thick smoke.