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Fate Accelerated: Caper

A show my wife and I really enjoy is Leverage. The writing is great, the show doesn't get too dark and the premise is fun. There is a Leverage RPG out of print which I recently found at a used book store but didn't find interesting. I decided I'd rather remake the premise in Fate Accelerated. I'm calling it Caper because it 1. is about stealing things 2. evokes a sense of fun and whimsy so that things don't get too grim.

Fate Accelerated (FAE) is simple and easy to get involved in. It's been seen as the system for Rollplay Nebula Jazz and the Dresden Files Accelerated (DFA). It's just like Fate Core but with a set of Approaches instead of a series of skills. I've enjoyed the way that DFA implemented Mantles, which as Classes/Roles/Playbooks that add some focus to character creation.
Fate Accelerated RPG cover

Roles

For this game, I wanted to define a few roles that work like Mantles. They are directly taken from Leverage. The characters from Leverage each have very clear roles they play on the team. Without taking away the fun of defining a High Concept or Trouble, the roles will make it easy for each player to have a purpose and a role to play in the team.
The Roles are defined by a group of Stunts. Every character in FAE is allowed 3. I've given each Role default Stunts that define the strengths of the Role. The players will still be able to choose the Approaches and Aspects that make the most sense for the character.

Hitter

The Hitter is the muscle of the group. More than just handling any violence that needs to happen, the Hitter is also an expert in the arts of extraction and retrieval. When you want to keep something safe and get something back, the Hitter is the person for the job.

Protect something

+2 to prevent someone or something from being harmed

Good in a fight

+2 to a situation where you have to fight

Hard to put down

Spend a Fate point to reappear at the end of a scene where you were Taken Out

Hacker

The Hacker is an electronic infiltration and data gathering specialist. They can handle anything that connects to a computer or uses electricity. Don't ask how they'll get something, ask how long it will take.

Get into anything

+2 to access anything that uses electricity

Gather info

 +2 to gathering information on a subject connected to the heist

In reserve

Spend a Fate point to enter a scene you weren't already in

Thief

The Thief can break into anything, take anything and has probably done so before. The physical infiltration part of the heist belongs to the Thief.

Take anything

+2 to any attempt to take something from a person or place.

Been there, stole that

Spend a Fate point to declare that you have seen something before, stolen something before, or already have the item in question in your possession.

Mobile and flexible

+2 to anything with superior speed and flexibility.

Grifter

You've already met the Grifter. More importantly, the Grifter's already met you. A master of impersonation and manipulation, the Grifter has the skill and experience to get into any situation.

Impersonate anyone

+2 to impersonating an individual or type of person.

Emotional/mental programming

Spend a Fate point to establish a command or trigger that you've already developed with a target

Heart of the team 

+2 to understanding, manipulating or persuading someone on the team

Mastermind

The Mastermind picks the target and makes the plan. They know what needs to be done and will make sure it happens.

Planned for that

Spend a Fate Point to declare that you've already planned for something that happens. Something either happens the way you want or you get +2 to your roll.

Knows what you're capable of

+2 to know a person's capabilities and limitations

The mission comes first 

+2 when a decision will hurt you but help the team

The Caper

The actual Caper is about a few things: The Client, The Bad Guys, The Location and The Goods.
As an example I will detail the Caper of the Bad Seed.

The Client

The Client is a little guy or everyday person that needs help. The Bad Guys have are big and powerful and the Client just can't go toe-to-toe with them. That's why they need the Crew.
Example
The Client of the Bad Seed is Leslie Thurman, an agriculture student at the local college. Her family are farmers who have noticed their crops are dying off and producing less every year. She's found that the Bad Guys, the Sweetfield Corporation, have developed a fertilizer that feeds their crops but causes genetic mutation of other crops.

The Bad Guys

The Bad Guys are the people who are making things hard for the Client. They're doing this to a lot of people but the Client is the sore thumb, the one that sticks out and gets the focus of their displeasure. They have lots of resources that need to be overcome and bypassed.
Example
The Sweetfield Corporation has made most of their money on Big Kernel Corn. While their advertising tells you people love the corn for its size and sweetness, the biggest reason they have been so successful is that wherever Big Kernel starts growing, other corn yields drop.
Sweetwater handles their business with lawyers and media campaigns but when people get in their way their security division might rough people up or start a fire. There's also a tendency to force people to plant Big Kernel on a field in order to get their business started.

The Location

When the Caper happens, the Location is where it happens. This is the most important place to detail but it doesn't need to be detailed with maps and floor plans- it needs Zones and Threats.
For purposes of gameplay, establish 3 Zones that are really important: an Executive floor where the Grifter needs to focus their work, a Vault where the Thief will operate and a Chokepoint that makes travel between the two difficult.
The Hitter, Hacker and Mastermind move between these three Zones as needed.
The people in each Zone remain still. They don't have a reason to move unless something happens, like a gaming Law of Inertia. During play the people move about using the Chokepoint. No matter what else happens or where people come from, the Chokepoint is the place things happen.
Example
Sweetfield's headquarters is in the heart of the city. They have a large imposing tower of an office building; 30 stories that's all Sweetwater.
Executive: On Floor 29 the executives plan for the new sales cycle in the board room. There are 4 Executive Vice Presidents and their staffs pitching ideas to the President. As a fun addition, it is the President's birthday tomorrow (on Saturday) so the EVPs have a surprise birthday party prepared for him with fancy catering.
Vault: While the executives plan, there is a new batch of Big Kernel being developed. It should produce larger kernels and make things worse for competitors. The sample is sitting in Lab 3 where it is attended by a single research scientist and a suite of security sensors. There's also a security patrol that goes up and down the halls.
Chokepoint: The main elevator bank for Sweetfield goes through all 30 floors. It's controlled by keycards. Security cameras monitor each elevator car.

The Goods

What is it the Crew needs to steal? How will it hurt the Bad Guys and help the Client? Where is it in the Location? Once you know these things, you have the Goods. Whatever the Goods are, having them all in the same spot is an important part of the Caper.
Example
The new sample of Big Kernel Corn is the Goods. This is a live plant that has been grown in a hydroponic environment. The plant, the corn itself and the notes on its growth are all in the same spot.

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