Fate Core EPub Edition
Fate Core EPub Edition
THE BASICS
Welcome to Fate!
If you’ve never played a roleplaying game before, here’s the basic idea: you
and a bunch of friends get together to tell an interactive story about a group
of characters you make up. You get to say what challenges and obstacles
those characters face, how they respond, what they say and do, and what
happens to them.
It’s not all just conversation, though—sometimes you’ll use dice and the
rules in this book to bring uncertainty into the story and make things more
exciting.
Fate doesn’t come with a default setting, but it works best with any
premise where the characters are proactive, capable people leading
dramatic lives. We give more advice on how to bring that flavor to your
games in the next chapter.
NEW TO FATE
If you’re a new player, all you really need to know is in this chapter and on
your character sheet—the GM will help you figure out the rest. You may
want to check out the cheat sheet just to save your GM some effort, but
otherwise, you should be good to go.
If you’re a new GM, this is just the tip of the iceberg for you. You should
read and get familiar with the whole book.
FOR VETERANS
You might be reading this because you’re familiar with Fate from our other
games, Spirit of the Century and The Dresden Files Roleplaying Game.
Several other popular RPGs, like Galileo Games’ Bulldogs! and Cubicle
7’s Legends of Anglerre, also use the Fate system.
This is a new version of Fate, which we developed to update and
streamline the system. You’ll recognize some of what’s in here, but we’ve
also changed some rules and some terminology. You can find a guide to all
the changes we’ve made near the end of the book.
If you don’t want to use Fate dice, you don’t have to—any set of regular six-sided dice will work. If
you’re using regular dice, you read 5 or 6 as +, 1 or 2 as -, and 3 or 4 as 0.
Zird the Arcane has the Lore skill at Great (+4), which makes him
ideally suited to knowing a convenient, obscure fact and doing
research. He does not have the Stealth skill, however, so when the game
calls upon him to sneak up on someone (and Amanda will make sure it
will), he’ll have to roll that at Mediocre (+0). Bad news for him.
Stunts
Stunts are special tricks that your character knows that allow you to get an
extra benefit out of a skill or alter some other game rule to work in your
favor. Stunts are like special moves in a video game, letting you do
something unique or distinctive compared to other characters. Two
characters can have the same rating in a skill, but their stunts might give
them vastly different benefits.
Landon has a stunt called Another Round? It gives him a bonus to get
information from someone with his Rapport skill, provided that he is
drinking with his target in a tavern.
Stress
Stress is one of the two options you have to avoid losing a conflict—it
represents temporary fatigue, getting winded, superficial injuries, and so on.
You have a number of stress levels you can burn off to help keep you in a
fight, and they reset at the end of a conflict, once you’ve had a moment to
rest and catch your breath.
Consequences
Consequences are the other option you have to stay in a conflict, but they
have a more lasting impact. Every time you take a consequence, it puts a
new aspect on your sheet describing your injuries. Unlike stress, you have
to take time to recover from a consequence, and it’s stuck on your character
sheet in the meantime, which leaves your character vulnerable to
complications or others wishing to take advantage of your new weakness.
Refresh
Refresh is the number of fate points you get at the start of every game
session to spend for your character. Your total resets to this number unless
you had more fate points at the end of the last session.
Taking Action
Players, some of the things you’ll do in a Fate game require you to roll dice
to see if your character succeeds or not. You will always roll the dice when
you’re opposing another character with your efforts, or when there’s a
significant obstacle in the way of your effort. Otherwise, just say what
your character does and assume it happens.
To overcome an obstacle
To create or unlock an advantage for your character, in the form of an aspect you can
use
The result on the dice isn’t your final total, however. If your character has
a skill that’s appropriate to the action, you get to add your character’s rating
in that skill to whatever you rolled.
So, once you’ve rolled the dice, how do you determine what a particular
result means? Glad you asked.
The Ladder
In Fate, we use a ladder of adjectives and numbers to rate the dice results, a
character’s skills and the result of a roll.
Here’s the ladder:
It doesn’t really matter which side of the ladder you use—some people
remember the words better, some people remember the numbers better, and
some people like using both. So you could say, “I got a Great,” or “I got a
+4,” and it means the same thing. As long as everyone understands what
you’re communicating, you’re fine.
Results can go below and above the ladder. We encourage you to come up
with your own names for results above Legendary, such as “Zounds!” and
“Ridiculously Awesome.” We do.
Interpreting Results
When you roll the dice, you’re trying to get a high enough roll to match or
beat your opposition. That opposition is going to come in one of two forms:
active opposition, from someone rolling dice against you, or passive
opposition, from an obstacle that just has a set rating on the ladder for you
to overcome. (GMs, you can also just decide your NPCs give passive
opposition when you don’t want to roll dice for them.)
Generally speaking, if you beat your opposition on the ladder, you succeed
at your action. A tie creates some effect, but not to the extent your character
was intending. If you win by a lot, something extra happens (like doing
more harm to your opponent in a fight).
If you don’t beat the opposition, either you don’t succeed at your action,
you succeed at a cost, or something else happens to complicate
the outcome. Some game actions have special results when you fail at the
roll.
When you beat a roll or a set obstacle, the difference between your
opposition and your result is what we call shifts. When you roll equal to the
opposition, you have zero shifts. Roll one over your opposition, and you
have one shift. Two over means two shifts, and so on. Later in the book,
we’ll talk about different instances where getting shifts on a roll benefits
you.
Fate Points
You use tokens to represent how many fate points you have at any given
time during play. Fate points are one of your most important resources in
Fate—they’re a measure of how much influence you have to make the story
go in your character’s favor.
You can spend fate points to invoke an aspect, to declare a story detail, or
to activate certain powerful stunts.
You earn fate points by accepting a compel on one of your aspects.
A word of warning: don’t use edible things as tokens, especially if the
food hasn’t arrived yet.
Invoking an Aspect
Whenever you’re making a skill roll, and you’re in a situation where
an aspect might be able to help you, you can spend a fate point to invoke it
in order to change the dice result. This allows you to either reroll the dice
or add +2 to your roll, whichever is more helpful. (Typically, +2 is a
good choice if you rolled –2 or higher, but sometimes you want to risk a
reroll to get that +4.) You do this after you’ve rolled the dice—if you aren’t
happy with your total.
You also have to explain or justify how the aspect is helpful in order to
get the bonus—sometimes it’ll be self-evident, and sometimes it might
require some creative narrating.
You can spend more than one fate point on a single roll, gaining another
reroll or an additional +2, as long as each point you spend invokes a
different aspect.
Cynere is trying to covertly goad a merchant into describing the
security features of his personal vault by posing as a visiting dignitary.
The merchant is giving her passive opposition at Good (+3), and her
Deceive skill is Fair (+2).
Lily rolls. She breaks even, getting a 0. That leaves her result at Fair,
not enough to get the information she wants.
She looks at her character sheet, then to Amanda, and says, “You
know, long years of being Tempted by Shiny Things has taught me a
thing or two about what’s in a treasure hoard and what’s not. I’m going
to impress this merchant by talking about the rarest, most prized
elements of his collection.”
Amanda grins and nods. Lily hands over a fate point to invoke the
aspect, and gets to add +2 to her standing roll. This brings her result to
a Great (+4), which exceeds the opposition. The duly impressed
merchant starts to brag about his vault, and Cynere listens intently....
Compels
Sometimes (in fact, probably often), you’ll find yourself in a situation
where an aspect complicates your character’s life and creates unexpected
drama. When that happens, the GM will suggest a potential complication
that might arise. This is called a compel.
Sometimes, a compel means your character automatically fails at some
goal, or your character’s choices are restricted, or simply that unintended
consequences cloud whatever your character does. You might negotiate
back and forth on the details a little, to arrive at what would be most
appropriate and dramatic in the moment.
Once you’ve agreed to accept the complication, you get a fate point for
your troubles. If you want, you can pay a fate point to prevent the
complication from happening, but we don’t recommend you do that very
often—you’ll probably need that fate point later, and getting compelled
brings drama (and hence, fun) into your game’s story.
Players, you’re going to call for a compel when you want there to be a
complication in a decision you’ve just made, if it’s related to one of your
aspects. GMs, you’re going to call for a compel when you make the world
respond to the characters in a complicated or dramatic way.
Anyone at the table is free to suggest when a compel might be appropriate
for any character (including their own). GMs, you have the final word on
whether or not a compel is valid. And speak up if you see that a compel
happened naturally as a result of play, but no fate points were awarded.
Start Playing!
These are the basic things you need to know to play Fate. The following
chapters go into greater detail on everything we’ve covered above, and will
show you how to get your game off the ground.
WHERE TO GO FROM HERE
The Game Creation chapter takes you through the process of setting
up your game, so that should probably be your next stop.
Then Character Creation will show you how to make the characters
you’ll play.
Players, you’ll eventually want to read Actions and Outcomes and The
Long Game, to help you get a better handle on the nuts and bolts of
doing stuff and developing your character during play.
GMs, you’re going to want to familiarize yourselves with the whole
book, but Running the Game and Scenes, Sessions, and Scenarios are
of particular importance to you.
2
GAME CREATION
What Makes a Good Fate Game?
You can use Fate to tell stories in many different genres, with a variety of
premises. There is no default setting; you and your group will make that up
yourselves. The very best Fate games, however, have certain ideas in
common with one another, which we think best showcase what the game is
designed to do.
Whether you’re talking about fantasy, science fiction, superheroes, or
gritty cop shows, Fate works best when you use it to tell stories about
people who are proactive, competent, and dramatic.
Proactivity
Characters in a game of Fate should be proactive. They have a variety of
abilities that lend themselves to active problem solving, and they aren’t
timid about using them. They don’t sit around waiting for the solution to a
crisis to come to them—they go out and apply their energies, taking risks
and overcoming obstacles to achieve their goals.
This doesn’t mean that they don’t ever plan or strategize, or that they’re all
careless to a fault. It just means that even the most patient among them will
eventually rise and take action in a tangible, demonstrable way.
Any Fate game you play should give a clear opportunity for the characters
to be proactive in solving their problems, and have a variety of ways they
might go about it. A game about librarians spending all their time among
dusty tomes and learning things isn’t Fate. A game about librarians using
forgotten knowledge to save the world is.
Competence
Characters in a game of Fate are good at things. They aren’t bumbling fools
who routinely look ridiculous when they’re trying to get things done—
they’re highly skilled, talented, or trained individuals who are capable of
making visible change in the world they inhabit. They are the right people
for the job, and they get involved in a crisis because they have a good
chance of being able to resolve it for the better.
This doesn’t mean they always succeed, or that their actions are without
unintended consequence. It just means that when they fail, it isn’t because
they made dumb mistakes or weren’t prepared for the risks.
Any Fate game that you play should treat the characters like competent
people, worthy of the risks and challenges that come their way. A game
about garbage men who are forced to fight supervillains and get their asses
constantly handed to them isn’t Fate. A game about garbage men who
become an awesome anti-supervillain hit squad is.
Drama
Characters in a game of Fate lead dramatic lives. The stakes are always
high for them, both in terms of what they have to deal with in their world,
and what they’re dealing with in the six inches of space between their ears.
Like us, they have interpersonal troubles and struggle with their issues, and
though the external circumstances of their lives might be a lot bigger in
scope than what we go through, we can still relate to and sympathize with
them.
This doesn’t mean they spend all their time wallowing in misery and pain,
or that everything in their lives is always a world-shaking crisis. It just
means that their lives require them to make hard choices and live with the
consequences—in other words, that they’re essentially human.
Any Fate game that you play should provide the potential and opportunity
for drama among and between the characters, and give you a chance to
relate to them as people. A game about adventurers mindlessly punching
increasing numbers of bigger, badder bad guys is not Fate. A game about
adventurers struggling to lead normal lives despite being destined to fight
ultimate evil is.
Setting: Decide what the world that surrounds the protagonists is like.
Scale: Decide how epic or personal your story will be.
Issues: Decide what threats and pressures inherent to the setting will
spur the protagonists to action.
NPCs: Decide who the important people and locations are.
Skills and Stunts: Decide what sorts of things characters in the setting
are likely to want to do.
Character Creation: Make the PCs.
Amanda, Lenny, Lily, and Ryan sit down to talk about the setting.
They’re all jonesing for a low fantasy game, as Lenny and Lily have
recently read some of the Fafhrd and the Gray Mouser stories. So they
pitch “two guys and a girl with swords.” The world is “vaguely
medieval, Earth with the serial numbers filed off.”
Ryan suggests “guy and girl with swords, and guy without a sword”
so that there’s a difference between the two guys. Also, because he
wants to play someone who is more bookish (for contrast). Everyone’s
on board with this, and they move on.
A Game’s Scale
Decide how epic or personal your story will be.
The setting might be small or it might be vast, but where your stories take
place determines the scale of your game.
In a small-scale game, characters deal with problems in a city or region,
they don’t travel a great deal, and the problems are local. A large-scale
game involves dealing with problems that affect a world, a civilization, or
even a galaxy if the genre you’re playing in can handle that kind of thing.
(Sometimes, a small-scale game will turn into a large-scale one over time,
as you’ve probably seen in long-running novel series or television shows.)
Amanda likes the vibe of “guy and girl with sword,” and thinks it’ll
shine as a small-scale game, where they might travel from town to
town, but the problems they have to deal with are local—like a thieves’
guild or the regent’s vile machinations.
Current Issues: These are problems or threats that exist in the world
already, possibly for a long time. Protagonists tackling these issues are
trying to change the world, to make it a better place. Examples: a
corrupt regime, organized crime, rampant poverty and disease, a
generations-long war.
Impending Issues: These are things that have begun to rear their ugly
heads, and threaten to make the world worse if they come to pass or
achieve a goal. Protagonists tackling these issues are trying to keep the
world from slipping into chaos or destruction. Examples: an invasion
from a neighboring country, the sudden rising of a zombie horde, the
imposition of martial law.
Game and character creation involve making aspects. If you’re new to Fate, read over the Aspects
and Fate Points chapter.
The default number of issues in a Fate game is two: Either two current
issues (for a story solely about trying to make the world a better place), two
impending issues (for a story about striving to save people from threats), or
one of each. The latter option is common in fiction: think about the stalwart
heroes who work against some impending doom while already discontent
with the world around them.
The group thinks about the sort of problems they want to deal with in
the world. Ryan immediately says “organized crime,” and they flesh
that out a little. They come up with the idea of “The Scar Triad,” a
group of thugs who are known for thievery, extortion, and other nasty
things that the world could do without. This is clearly a current issue.
Lily wants the story to also be about something on the verge of
happening, something Really Bad. They come up with an impending
issue: a vile cult that seeks to summon something horrible into the
world (which means they’re also saying that their setting includes
horrible, Lovecraft-inspired things). Lenny calls it “The Doom that Is
to Come,” and Ryan really likes this idea because it gives his bookish
character a hook into things going on in the world.
Making the Issues into Aspects
As we said earlier, issues are aspects. Turn the ideas you have into aspects
that you could conceivably use at different times in the story (often as
compels to the protagonists or as invocations for foes, but clever players
will always find other uses for aspects). Write them down, and then if you
need to add a little bit to remember the context or some details, write those
down alongside the aspects.
Amanda writes down The Scar Triad and The Doom that Is to Come
as two game aspects. She notes down next to The Scar Triad, “They’re
into racketeering and other nasty stuff.” And with The Doom that Is
to Come, “Led by the Cult of Tranquility.”
If you’re new to making aspects, hold off on this for now. You’ll get quite
a bit of practice making aspects for your characters. Once you’re done with
character creation, turn these issue ideas into aspects.
They could go on, but they know they’ll have more ideas after
character creation and as they play. That’s just enough to paint a
picture of what’s going on at the very beginning of the story.
Make Characters
Each player makes a protagonist.
You can make player characters after finishing game creation, or you can
do it in the middle of this process—follow your instincts here. If you find
yourself talking more about the characters than the world, go to character
creation and then float back around to whatever parts of game creation you
haven’t done yet. Otherwise, go ahead and finish out all of game creation
first.
It’s worth noting that the protagonists should have some connections to the
faces and places you named in the previous step. If it’s difficult to relate the
characters to the setting, then you may want to rethink your protagonists or
revise your game so it will make a better fit for the new characters.
When you’re making characters, you’ll also discover a bit more about the
setting as people talk about who their characters know and what their
characters do. If anything comes up that should be added to your game
creation notes, do so before pushing forward with playing the game.
Because picking a high concept and trouble are linked, they’re grouped
together. You’ll likely have more success coming up with a compelling
character idea if you think about them as one big step rather than two
separate steps. Only after you have that (and a name, of course!) can you
move on to the rest of character creation.
That said, don’t worry too much—if your character idea evolves later on,
that’s great! You can always go back and tinker with the early decisions.
High Concept
Your high concept is a phrase that sums up what your character is about—
who he is and what he does. It’s an aspect, one of the first and most
important ones for your character.
Think of this aspect like your job, your role in life, or your calling—it’s
what you’re good at, but it’s also a duty you have to deal with, and it’s
constantly filled with problems of its own. That is to say, it comes with
some good and some bad. There are a few different directions you can take
this:
You could take the idea of “like your job” literally: Lead Detective,
Knight of the Round, Low-level Thug.
You could throw on an adjective or other descriptor to further define
the idea: Despicable Regent of Riverton, Reluctant Lead Detective,
Ambitious Low-level Thug.
You could mash two jobs or roles together that most people would find
odd: Wizard Private Eye, Singing Knight of the Round Table,
Monster-slaying Accountant.
You could play off of an important relationship to your family or an
organization you’re deeply involved with (especially if the family or
organization are well-connected or well-known): Black Sheep of the
Thompson Family, Low-level Thug for the Syndicate, Scar Triad’s
Patsy in Riverton.
These aren’t the only ways to play with your high concept, but they’ll get
you started. But don’t stress out over it—the worst thing you can do is make
it into too big of a deal. You’ll come up with four other aspects after this
one—you don’t have to get it all nailed right now.
High concepts can have overlap among the characters, as long as you have
something to distinguish how your character is different from the others. If
high concepts must be similar among all the characters, such as if the GM
pitches an all-swordsmen story, it’s crucial that the troubles differ.
Lenny and Lily settled on the “guy and girl with sword” idea, and
Ryan’s going with “guy without sword.” But those are just starting
ideas. Now it’s time to turn them into proper high concepts.
Lenny latches onto the idea of tying his concept to an organization,
and starts with “Disciple of…something.” He envisions a character
who has trained in some mysterious martial art, and that involves rival
schools and foes that want to learn those secrets. The group helps him
come up with a suitably mysterious name: Disciple of the Ivory
Shroud. (And now we’ve made a bit more setting: there’s an Ivory
Shroud, mysterious martial arts, and all that implies.)
Lily, on the other hand, doesn’t really know where to go from “girl
with sword.” She’s not interested in the organization thing, so she’s
thinking about adjectives. Eventually, she settles on Infamous Girl
with Sword. (Keeping the “girl with sword” part makes her giggle, so
she wants to say it often during the game.)
Ryan’s idea of “bookish guy without sword” would be a pretty dull
aspect. He thinks about what’s been declared so far: an evil cult who
can summon Bad Things and a mysterious martial arts school. So he
asks “hey, can I be a wizard?” They talk a bit about what that means,
so that being a wizard doesn’t overshadow the swordsmen and isn’t a
weak idea. After that, he writes down Wizard for Hire.
Trouble
In addition to a high concept, every character has some sort of trouble
aspect that’s a part of his life and story. If your high concept is what or who
your character is, your trouble is the answer to a simple question: what
complicates your character’s existence?
Trouble brings chaos into a character’s life and drives him into interesting
situations. Trouble aspects are broken up into two types: personal
struggles and problematic relationships.
Personal struggles are about your darker side or impulses that are
hard to control. If it’s something that your character might be tempted
to do or unconsciously do at the worst possible moment, it’s this sort
of trouble. Examples: Anger Management Issues, Sucker for a
Pretty Face, The Bottle Calls to Me.
Problematic relationships are about people or organizations that
make your life hard. It could be a group of people who hate your guts
and want you to suffer, folks you work for that don’t make your job
easy, or even your family or friends that too often get caught in the
crossfire. Examples: Family Man, Debt to the Mob, The Scar Triad
Wants Me Dead.
Lenny names his character “Landon,” a name that’s been in his head
for years. He used it years ago for another roleplaying game, and
decides to bring it back for nostalgia’s sake.
Lily names her character “Cynere,” which is Greek for “thistle.” She
sees Cynere as a beautiful plant, but one that’ll prick you if you get too
close. That fits nicely.
Ryan names his character “Zird,” because it just hit his mind as an
appropriately ridiculous wizardly name. Then he pauses for a moment
before adding “…the Arcane,” because he sees Zird as the sort of guy
who would demand to be known as “Zird the Arcane.”
Landon gets into a bar fight with some of the Scar Triad. He is robbed of his sword and beaten
severely. His life is saved by a veteran soldier named Old Finn. Finn helps to heal Landon, clean him
up, and enlist him in the town militia.
* I Owe Old Finn Everything
Ask yourself the following story questions. If you have trouble answering
them, talk to the other players and the GM for help.
Once you’ve come up with the adventure, write an aspect that relates to
some part of what happened.
A note on timing: Because two other characters will be involved in the
following phases, this adventure needs to be something that isn’t so early in
your character’s life that he hasn’t met the other protagonists yet. If one of
you has decided that you recently showed up in the story, then the
adventures involving that person happened recently. If some of you have
been friends (or old rivals!) for a long time, then those adventures can take
place further in the past. Your best bet is to not make these adventures
specific in time; you can figure out that part once you know who’s involved
in your story.
Lenny goes through Phase One. He looks at the story questions to help
him figure out the events of the phase, and decides on the following:
The bad thing was that Landon kept getting into scrapes at his local
tavern. He grew up with no sense of discipline or demeanor and
constantly picked fights with people larger and stronger than him.
One thug Landon insulted at the tavern was connected to the Scar
Triad, so some of the thug’s bandit buddies showed up and beat Landon
to within an inch of his life.
His bleeding body was then found by a veteran soldier named Finn
who healed Landon’s wounds and encouraged him to join the town
militia where he could learn some discipline and fight with honor.
Now Lenny has to write down an aspect related to this story. He
decides to take I Owe Old Finn Everything as his aspect, because he
wants to keep the connection to Finn in his story and give Amanda a
cool NPC to play.
As with the high concept and trouble aspects, this (and the following
phases) are further opportunities to flesh out the setting.
Phase Two: Crossing Paths
In the next two phases, you’ll tie the group together by having other
characters contribute a minor, supporting role in your adventure, and vice
versa.
Once everyone has their adventure written down (which is where our
index card suggestion comes in really handy), you’re ready for phase two.
You can pass to the left or right, or shuffle the stack and hand them out
randomly (trading with the person to your right until you each have one that
isn’t yours). However you decide to do it, every player should now be
holding someone else’s adventure.
Your character has a supporting role in the story you’re holding, which
you get to come up with right now. Briefly discuss it with the player whose
adventure it is and add a sentence or phrase to the summary to reflect your
character’s supporting role. Supporting roles come in three forms: they
complicate the adventure, solve a situation, or both.
The idea is to be a bit self-serving here. You want to put a little spotlight
on your character in order to figure out a good aspect from it: something
you’re known for, something you can do, something you own or have, and
someone you have a relationship with (for good or ill).
Finally, write the adventure idea and your character’s contribution down
on your phase worksheet. This is important, because your character gets an
aspect from the supporting role he played. The person whose adventure it is
should also write down the contribution, if there’s room on his sheet.
Lily has Landon’s starting adventure and needs to decide how she fits
into it.
She decides that Cynere helped solve the situation. After Landon ends
up in the militia, he still has a grudge against the Triad members who
ganged up on him. In fact, they robbed him of his heirloom sword in the
process. Hearing Landon’s tale of woe, Cynere agrees to help steal the
sword back.
She takes the aspect A Sucker for a Sob Story, to reflect the reason
why she got involved.
Landon gets into a bar fight with some of the Scar Triad. He is robbed of
his sword and beaten severely. His life is saved by a veteran soldier named
Old Finn. Finn helps to heal Landon, clean him up, and enlist him in the
town militia.
And with that, you have your five aspects and a good chunk of
background!
Skip phase three and just make up another aspect, either now or in
play.
Come up with a third, joint-story together, and write about how you
each feature in that one.
Have the GM also make a character. The GM won’t actually play
this character alongside the PCs, though—it should just be an NPC.
Such an NPC can be a great vehicle for kicking off a campaign—if a
friend they’re tied to during character creation mysteriously disappears
or even dies, that’s instant fuel for drama.
If you only have one player, skip phases two and three, leaving the aspects
blank to be filled in during play.
Cynere steals Zird’s artifact. Eventually it returns to Zird’s hands and the
two gain a mutual respect for each other.
Mediocre (+0) is the default for any skill you do not take. Sometimes, a
skill will state that it’s unavailable if a character didn’t take it; in those
cases, it’s not even at Mediocre.
Ryan knows that Zird’s not like the other PCs in terms of skills, so he
looks to distance Zird from them as much as possible. The group has
decided that Zird’s magic is going to work off his Lore skill, so he’s
naturally going to focus on that.
He takes Lore as Zird’s peak skill, followed by Crafts and Rapport—
for a wizard, Zird considers himself a fairly social sort. Ryan takes
Athletics, Will, and Investigate because he figures Zird will need them
in his line of work, and a smattering of other skills either because
neither of his friends have them, or because he wants a positive score
in them when everyone’s separated. That ends up being Fight,
Resources, Contacts, and Notice.
Note: a few skills have special benefits, notably those skills that affect the
number of stress boxes and consequences you have available. If you know
you want a certain number of those, put those skills on the pyramid first.
Adjusting Refresh
A player character in Fate starts with a refresh of 3. That means he’ll start
each session off with at least 3 fate points.
If you pick four stunts, your refresh is 2. If you pick five stunts, your
refresh is 1.
Note: some Fate games will change this setup. Regardless of how stunts
work in your game, you can never have a refresh lower than 1.
You can adjust these defaults if you want to, and give out more free stunts if you want the PCs to
have a lot of cool tricks and special bonuses. You can also change the default refresh rate—higher
refresh means that the PCs won’t need to take compels as often (think 4-color superhero comics), and
lower refresh means they’ll need to take several early in every session in order to have a decent
supply (think Die Hard). Also, the higher your refresh, the more likely it is that players will buy
stunts.
Stress and Consequences
Determine how much of a beating your character can take.
When Fate characters find themselves in harm’s way—a fairly common
occurrence when you’re highly competent, proactive, and facing drama at
every turn—they have two ways to stand their ground and stay on their feet:
stress and consequences.
The Conflicts section of the Challenges, Contests, and Conflicts chapter
fully explains what these mean and how they’re used. In brief, stress
represents the ephemeral toll of participating in a conflict, whereas
consequences are the lingering effects, and sometimes quite traumatic ones,
of taking harm.
Every PC has two different stress tracks. The physical stress track deals
with physical harm, and the mental stress track mitigates mental harm.
The more boxes in a stress track, the more resilient the character is in that
regard. By default, a character has two boxes in each stress track.
Every PC also has three consequence slots. One is mild, one is moderate,
and the last one is severe. Unlike stress, these aren’t classified as either
physical or mental—any of them can apply to any type of harm. As
mentioned above, consequences are the injuries and traumas you can’t just
shake off after the dust settles.
Certain skills and some stunts can add to these defaults. See the Skills and
Stunts chapter for more on that. For the sake of quick reference, these are
the skills in Hearts of Steel that alter stress and consequences:
Physique helps with physical stress, and Will helps with mental stress.
Either skill grants one more stress box of the respective type (physical or
mental) if rated at Average (+1) or Fair (+2), or two more stress boxes if
rated at Good (+3) or higher. At Superb (+5) or higher, they also grant an
additional mild consequence slot. Unlike the standard three, this
consequence slot is specifically restricted to either physical harm
(Physique) or mental harm (Will).
Note: if you’re playing in a setting with different skills, the skills that
affect stress boxes and consequences may change. Take a note of those skill
benefits when you’re making your character.
You can add stress tracks if the characters in your game suffer unique kinds of harm, such
as wealth stress in a very political game. Changing the number of boxes will slow down and
draw out conflicts, which may be more appropriate for high-octane, pulpy genres where characters
are expected to take a lot of hits.
Landon has Good (+3) Physique, which nets him two more physical
stress boxes. His Will, however, is only Average (+1), but that’s still
good enough for one more mental stress box.
Cynere’s Physique is Fair (+2), so she gets a third physical stress box.
But her mental stress track remains at two boxes, thanks to her
Mediocre (+0) Will.
Zird the Arcane, being a rather bookish type, has Mediocre (+0)
Physique, so he has only the default physical stress track of two boxes.
His Fair (+2) Will, though, is good for one bonus mental stress box.
Because none of these characters has Physique or Will rated at
Superb (+5) or above, each has the default number of consequences:
one mild, one moderate, and one severe.
A name
Five aspects, along with some backstory
One Great, two Good, three Fair, and four Average skills
Between three and five stunts
A mental and physical stress track of 2–4 boxes each
A refresh rate of 1–3 fate points
When it comes to your high concept, you can start off vague and refine the
aspect later. Guy with Sword is an okay high concept for this method, and
later you might discover something about your character that puts a spin on
it. When that happens, rewrite the aspect to reflect that spin.
You should know your best skill to start—that gives us further ideas about
your character. If you have any other thoughts on skills, either skills you’re
good at or skills you’re bad at, write those down. (Since you don’t normally
write down any skills you have at lower than Average (+1), just make a note
on your sheet about those skills you’re intentionally saying you don’t have.)
And, of course, you need a name! Maybe a first name is all you need for
the moment, or a nickname. (There’s also the trick of giving yourself a
name, only to later reveal that you’ve been hiding, are undercover, or have
amnesia, and write down what your real name is.)
Starting Play
With this method, you start with 3 refresh, so you’ll start playing with 3 fate
points.
After the first session is over, if you’re planning on playing your character
again, you should take time to fill in the rest of the aspects, skills, and
stunts.
Filling Aspects in Play
Unless you immediately have an idea for your trouble aspect, you’ll fill that
in later. With the other three aspects, since you’re skipping the Phase Trio,
you’ll just make up whatever aspect seems interesting to you at the
moment. Typically you’ll do this when you need an aspect on your
character to achieve something, or you want to turn a situation that’s
happening into something that’s compel-worthy.
As with high concept, don’t stress about getting this aspect dead-on. After
the session’s over, take some time to look over and tweak the aspects
you’ve created on the fly.
Filling Skills in Play
At any point, if you are using a skill that isn’t on your character sheet, one
of two things happens: you’ll assume the skill is Mediocre (+0), or you’ll
write it down on one of your empty skill slots and roll it at that level. This
choice exists until all of your skill slots are filled in.
If you roll for a skill not on your sheet and choose to go with Mediocre
rather than write it down, you can later fill it in on your sheet as something
higher. For example, you might be called to roll Lore, and choose to roll it
at Mediocre. Later, you might be called to roll it again, and this time you
choose to fill it in at Fair (+2).
Likewise, if you roll well on a skill when you chose to take it at Mediocre,
maybe that’ll inspire you to take that skill later.
Since some skills have secondary benefits, notably adjusting your stress
track and consequences, you can fill those in when you want to declare your
character has such a benefit. Until then, you don’t have those benefits, as
you’re assumed to have that skill at Mediocre.
Filling Stunts in Play
You get three stunts for free, which you can fill in at any time. You can fill
in other stunts at any time, but you must pay a fate point for each one to do
so. That’s because your refresh tells you how many fate points you start the
game with, so by taking a stunt, you should have started with fewer.
If you’re out of fate points, but want to note down a stunt you have
because you’re suddenly struck with the idea, do so. But your character
doesn’t actually have it until you gain a fate point and spend it.
You’ll also need to reduce your refresh by one for the next session for each
extra stunt you take.
4
ASPECTS AND FATE POINTS
DEFINING ASPECTS
An aspect is a phrase that describes something unique or noteworthy about
whatever it’s attached to. They’re the primary way you spend and gain fate
points, and they influence the story by providing an opportunity for a
character to get a bonus, complicating a character’s life, or adding to another
character’s roll or passive opposition.
You can invoke or call for a compel on any of your character aspects
whenever they’re relevant. GMs, you can always propose compels to any
PC. Players, you can suggest compels for other people’s characters, but the
GM is always going to get the final say on whether or not it’s a valid
suggestion.
Situation Aspects
A situation aspect is temporary, intended to last only for a single scene or
until it no longer makes sense (but no longer than a session, at most).
Situation aspects can be attached to the environment the scene takes place in
—which affects everybody in the scene—but you can also attach them to
specific characters by targeting them when you create an advantage.
Situation aspects describe significant features of the circumstances the
characters are dealing with in a scene. That includes:
Physical features of the environment (Dense Underbrush, Obscuring
Snowdrifts, Low Gravity Planet).
Positioning or placement (Sniper’s Perch, In the Trees, Backyard).
Immediate obstacles (Burning Barn, Tricky Lock, Yawning Chasm).
Contextual details that are likely to come into play (Disgruntled
Townsfolk, Security Cameras, Loud Machinery).
Sudden changes in a character’s status (Sand in the
Eyes, Disarmed, Cornered, Covered in Slime).
WHAT ASPECTS DO
In Fate, aspects do two major things: they tell you what’s important about
the game, and they help you decide when to use the mechanics.
Importance
Your collection of game and character aspects tell you what you need to
focus on during your game. Think of them as a message from yourself to
yourself, a set of flags waving you towards the path with the most fun.
GMs, when you make scenarios for Fate, you’re going to use those aspects,
and the connections between aspects, to generate the problems your PCs are
going to solve. Players, your aspects are the reason why your PC stands out
from every other character who might have similar skills—lots of Fate
characters might have a high Fight skill, but only Landon is a Disciple of the
Ivory Shroud. When his path as a disciple comes into play, or the Ivory
Shroud takes action, it gives the game a personal touch that it wouldn’t have
had otherwise.
The game aspects do something similar on a larger scale—they tell us why
we care about playing this particular game in the first place, what makes it
concrete and compelling to us. We can all say, “Oh, we like space opera
games,” but until we drill down to the specifics of a universe where people
will do Anything for Survival, and where The Empire is Everywhere, we
don’t really have anything to attach our interest to.
Situation aspects make the moment-to-moment interactions of play
interesting by adding color and depth to what might otherwise be a boring
scene. A fight in a tavern is generic by nature—it could be any tavern,
anywhere. But when you add the aspect Huge Bronze Devil Statue to the
scene, and people bring it into play, it becomes “that fight we were in at the
Bronze Devil, when I smashed that guy’s head into the statue.” The unique
details add interest and investment.
Deciding When to Use Mechanics
Because aspects tell us what’s important, they also tell us when it’s most
appropriate to use the mechanics to deal with a situation, rather than just
letting people decide what happens just by describing what they do.
GMs, this comes up for you most often when you’re trying to figure out
whether to require a player to roll dice. If a player says, “I climb this ladder
and grab the idol,” and there’s nothing special about the ladder or the idol,
then there’s no real reason to require an overcome action to grab it. But if the
situation aspects tell you that the ladder is a Rotting Rope Ladder and the
idol is Protected by the Wrath of the Gods, then you suddenly have an
element of pressure and risk that makes it worth going to the dice for.
Players, this comes up for you most often when invoking your aspects and
considering compels. Your aspects highlight what makes your character an
individual, and you want to play that up, right? So when the opportunity
comes up to make your character more awesome by invoking, go for it!
When you see an opportunity to influence the story by suggesting a compel
for your character, do it! The game will be much richer for it as a whole.
GMs, this is just as true of your game and situation aspects. Any feature of
a scene you call out should be something that either the PCs or their foes
could use in a dramatic fashion. Your game aspects do present problems, but
they also should present ways for the PCs to take advantage of the status
quo.
Say More Than One Thing
Earlier, we noted several things that a character aspect might describe:
personality traits, backgrounds, relationships, problems, possessions, and so
forth. The best aspects overlap across a few of those categories, because that
means you have more ways to bring them into play.
Let’s look at a simple aspect that a soldier might have: I Must Prove
Myself. You can invoke this whenever you’re trying to do something to
gain the approval of others or demonstrate your competence. Someone
might compel it to bait you into getting into a fight you want to avoid, or
to accept a hardship for the sake of reputation. So we know it has a
double edge, so far so good.
That’ll work for a bit, but eventually this aspect will run out of steam.
It says just one thing about the character. Either you’re trying to prove
yourself, or this aspect isn’t going to come up.
Now tie that aspect in with a relationship to an organization: The
Legion Demands I Prove Myself. Your options open up a great deal.
Not only do you get all the content from before, but you’ve introduced
that the Legion can make demands of you, can get you into trouble by
doing things you get blamed for, or can send NPC superiors to make
your life difficult. You can also invoke the aspect when dealing with the
Legion, or with anyone else who might be affected by the Legion’s
reputation. Suddenly, that aspect has a lot more going on around it.
GMs, for your situation aspects, you don’t have to worry about this as
much, because they’re only intended to stick around for a scene. It’s much
more important for game and character aspects to suggest multiple contexts
for use.
Clear Phrasing
Because aspects are phrases, they come with all the ambiguities of language.
If no one knows what your aspect means, it won’t get used enough.
That isn’t to say you have to avoid poetic or fanciful expression. Just a
Simple Farmboy isn’t quite as fetching as Child of Pastoral Bliss. If that’s
the tone your game is going for, feel free to indulge your linguistic desires.
However, don’t do this at the expense of clarity. Avoid metaphors and
implications, when you can get away with just saying what you mean. That
way, other people don’t have to stop and ask you during play if a certain
aspect would apply, or get bogged down in discussions about what it means.
Let’s look at Memories, Wishes, and Regrets. There’s something
evocative about the phrase. It suggests a kind of melancholy about the
past. But as an aspect, I don’t really know what it’s supposed to do. How
does it help you? What are the memories of? What did you wish for?
Without some concrete idea of what the aspect’s referring to, invoking
and compelling it is pretty much impossible.
Suppose we talk about this some, and you specify that you were going
for this idea that your character was scarred from years spent in the
setting’s last great war. You killed people you didn’t want to kill, saw
things you didn’t want to see, and pretty much had all your hope of
returning to a normal life taken away.
I think this is all fantastic, and I suggest we call it Scars from the
War. Less poetic, maybe, but it directly references all the stuff you’re
talking about, and gives me ideas about people from your past I may be
able to bring back into your life.
If you’re wondering if your aspect is unclear, ask the people at the table
what they think it means.
Assume that each question ends with “for good or ill”—these features,
relationships, and reputations aren’t necessarily going to be positive, after
all. Developing a relationship with a nemesis is as juicy as developing one
with your best friend.
If there’s more than one option, poll the other players and GM to see what
they find interesting. Remember, you should all be helping each other out—
the game works best if everyone’s a fan of what everyone else is doing.
During Cynere’s phase three, Lily states that she complicated Zird’s
story by showing up at an opportune moment and stealing the artifact
that Zird stole from his rivals. Eventually the artifact returns to Zird’s
hands.
She’s trying to tease out what the best aspect would be, and she doesn’t
have a whole lot of information to go on. Going through the questions
above, we see a lot of potential options—she showed off her
underhandedness, she definitely suggested a relationship with Zird of
some kind, and Zird’s rivals might now have a beef with her as well.
Lily polls the rest of the group, and after some talking, everyone seems
to be pretty enthused about Cynere having some kind of aspected
connection to Zird—they did all grow up in the same village, after all.
She decides on I’ve Got Zird’s Back, because it’s specific enough to be
invoked and compelled, but leaves room for development later on in the
game.
Vary It Up
You don’t want all your aspects to describe the same kind of thing. Five
relationships means that you can’t use your aspects unless one of them is in
play, but five personality traits means that you have no connection to the
game world. If you’re stuck on what to pick for an aspect, looking at what
kinds of things your other aspects describe may help you figure out which
way to go for the current phase.
Lenny ends up with Disciple of the Ivory Shroud and The Manners of
a Goat as Landon’s high concept and trouble. So far, this is a pretty
straightforward character—a violent type whose mouth and demeanor
are always getting him into trouble.
Lenny does his phase one and explains to us that Landon was a
miscreant and street rat that grew up practically as an orphan—his
parents were around, but never really paid too much attention to him or
spent effort reining him in. He eventually decided to enlist in the town
militia after someone saved him from a clobbering in a bar fight and
suggested he do something worthwhile with his life.
Amanda asks him what really matters about this phase, and Lenny
ponders a bit. Landon’s first two aspects are heavy on personal
description—he doesn’t have a lot of relationships yet. So Lenny focuses
on that and decides he wants a connection to the guy who pulled him
into the militia.
They end up naming that guy Old Finn, Landon ends up with the
aspect I Owe Old Finn Everything, and Amanda now has a new NPC
to play with.
INVOKING ASPECTS
The primary way you’re going to use aspects in a game of Fate is
to invoke them. If you’re in a situation where an aspect is beneficial to your
character somehow, you can invoke it.
In order to invoke an aspect, explain why the aspect is relevant, spend a fate
point, and you can choose one of these benefits:
Take a +2 on your current skill roll after you’ve rolled the dice.
Reroll all your dice.
Pass a +2 benefit to another character’s roll, if it’s reasonable that the
aspect you’re invoking would be able to help.
Add +2 to any source of passive opposition, if it’s reasonable that the
aspect you’re invoking could contribute to making things more
difficult. You can also use this to create passive opposition at Fair (+2)
if there wasn’t going to be any.
It doesn’t matter when you invoke the aspect, but usually it’s best to wait
until after you’ve rolled the dice to see if you’re going to need the benefit.
You can invoke multiple aspects on a single roll, but youcannot invoke the
same aspect multiple times on a single roll. So if your reroll doesn’t help you
enough, you’ll have to pick another aspect (and spend another fate point) for
a second reroll or that +2.
The group has to buy into the relevance of a particular aspect when you
invoke it; GMs, you’re the final arbiter on this one. The use of an aspect
should make sense, or you should be able to creatively narrate your way into
ensuring it makes sense.
Precisely how you do this is up to you. Sometimes, it makes so much sense
to use a particular aspect that you can just hold up the fate point and name it.
Or you might need to embellish your character’s action a little more so that
everyone understands where you’re coming from. (That’s why we
recommend making sure that you’re on the same page with the group as to
what each of your aspects means—it makes it easier to justify bringing it
into play.)
Landon is trying to win a contest of wits with a rival in a tavern, and the
skill they’re currently using is Rapport, which they’ve described as
“attempting to shame each other as politely as possible.”
Lenny rolls badly on one of the contest exchanges, and says, “I want to
invoke The Manners of a Goat.” Amanda gives him a skeptical look
and replies, “What happened to ‘as politely as possible’?”
Lenny says, “Well, what I was thinking about doing was making some
kind of ribald but not vulgar innuendo about the guy’s parentage, in
order to get the crowd at the bar to laugh at him, perhaps despite
themselves. I figure that bawdy put-downs are precisely my cup of tea.”
Amanda nods and says, “Okay, I’ll take that.”
Lenny spends the fate point.
Free Invocations
You don’t always have to pay a fate point to invoke an aspect—sometimes
it’s free.
When you succeed at creating an advantage, you “stick” a free invocation
onto an aspect. If you succeed with style, you get two invocations. Some of
the other actions also give you free boosts.
You also get to stick a free invocation on any consequences you inflict in a
conflict.
Free invocations work like normal ones except in two ways: no fate points
are exchanged, and you can stack them with a normal invocation for a better
bonus. So you can use a free invocation and pay a fate point on the same
aspect to get a +4 bonus instead of a +2, two rerolls instead of one, or you
can add +4 to another character’s roll or increase passive opposition by +4.
Or you could split the benefits, getting a reroll and a +2 bonus. You can also
stack multiple free invocations together.
After you’ve used your free invocation, if the aspect in question is still
around, you can keep invoking it by spending fate points.
Cynere succeeds on an attack, and causes her opponent to take the Cut
Across the Gut consequence. On the next exchange, she attacks him
again, and she can invoke that for free because she put it there, giving
her a +2 or a reroll.
If you want, you can pass your free invocation to another character. That
allows you to get some teamwork going between you and a buddy. This is
really useful in a conflict if you want to set someone up for a big blow—
have everyone create an advantage and pass their free invocations onto one
person, then that person stacks all of them up at once for a huge bonus.
FOR VETERANS
In other Fate games, free invocations were called “tagging.” We thought this
was one bit of jargon too many. You can still call it that if you want—
whatever helps you and your table understand the rule.
COMPELLING ASPECTS
The other way you use aspects in the game is called a compel. If you’re in a
situation where having or being around a certain aspect means your
character’s life is more dramatic or complicated, someone can compel the
aspect. That aspect can be on your character, the scene, location, game, or
anywhere else that’s currently in play. We’ll start with character aspects, and
then talk about situation aspects in a bit.
In order to compel an aspect, explain why the aspect is relevant, and then
make an offer as to what the complication is. You can negotiate the terms of
the complication a bit, until you reach a reasonable consensus. Whoever is
getting compelled then has two options:
FOR VETERANS
In other Fate games, you might have seen player-driven compels referred to
as “invoking for effect.” We thought it was clearer to just call it a compel, no
matter who initiates it.
Types of Compels
There are two major categories for what a compel looks like in the
game: events and decisions. These are tools to help you figure out what a
compel should look like and help break any mental blocks.
Events
An event-based compel happens to the character in spite of herself, when the
world around her responds to a certain aspect in a certain way and creates a
complicating circumstance. It looks like this:
You have ____ aspect and are in ____ situation, so it makes sense that,
unfortunately, ____ would happen to you. Damn your luck.
You have ____ aspect in ____ situation, so it makes sense that you’d
decide to ____. This goes wrong when ____ happens.
So the real dramatic impact from these kinds of compels is not what
decision the character makes, most of the time—it’s how things go wrong.
Before something goes wrong, the first sentence could be a prelude to
making a skill roll or simply a matter of roleplaying. The complication that
the decision creates is really what makes it a compel.
If you offer a decision-based compel, and no one can agree on what the
decision part should be, it shouldn’t cost a fate point to counter—just drop it.
Countering a decision-based compel should only mean that the “what goes
wrong” part doesn’t happen.
GMs, remember that a player is ultimately responsible for everything that
the character says and does. You can offer decision-based compels, but if the
player doesn’t feel like the decision is one that the character would make,
don’t force the issue by charging a fate point. Instead, negotiate the terms of
the compel until you find a decision the player is comfortable making, and a
complication that chains from that decision instead. If you can’t agree on
something, drop it.
Retroactive Compels
Sometimes, you’ll notice during the game that you’ve fulfilled the criteria
for a compel without a fate point getting awarded. You’ve played your
aspects to the hilt and gotten yourself into all kinds of trouble, or you’ve
narrated crazy and dramatic stuff happening to a character related to their
aspects just out of reflex.
Anyone who realizes this in play can mention it, and the fate point can be
awarded retroactively, treating it like a compel after the fact. GMs, you’re
the final arbiter. It should be pretty obvious when something like this occurs,
though—just look at the guidelines for event and decision compels above,
and see if you can summarize what happened in the game according to those
guidelines. If you can, award a fate point.
Compelling with Situation Aspects
Just like with every other kind of aspect use, you can use situation aspects
(and by extension, game aspects) for compels. Because situation aspects are
usually external to characters, you’re almost always looking at event-based
compels rather than decision-based ones. The character or characters
affected get a fate point for the compel.
Here are a few examples:
Because the warehouse is On Fire, and the player characters are
trapped in the middle of it, it makes sense that, unfortunately, the ruffian
they’re chasing can get away in the confusion. Damn their luck.
The manor house Cynere is searching through is Littered with Debris,
so it makes sense that, unfortunately, the city guard is going to arrive
there before she finds what she’s looking for, which will leave her with a
lot of explaining to do. Damn her luck.
The ancient library Zird is currently working in has Layers of
Dust everywhere, so it makes sense that, unfortunately, while he might
be able to find the information he’s looking for, the bounty hunter
pursuing him will know that he was here. Damn his luck.
Amanda is making an NPC who’s secretly a vampire, the main bad guy
in the scenario she’s planning. He’s also a constable in the town the PCs
are going to, so she doesn’t want to give things away too easily.
Instead of making a Secretly a Vampire aspect, she decides to make a
few personal details instead: Inveterate Night Owl, Tougher Than He
Looks, and Wheels Within Wheels. If the PCs discover a couple of
these, or see them on the table, they might start to suspect the NPC, but
it’s not going to ruin the mystery of the scenario right away.
Invoke an Aspect: Invoking an aspect costs you one fate point, unless
the invocation is free.
Power a Stunt: Some stunts are very potent, and as such, cost a fate
point in order to activate.
Refuse a Compel: Once a compel is proposed, you can pay a fate point
to avoid the complication associated with it.
Declare a Story Detail: To add something to the narrative based on one
of your aspects, spend a fate point.
Accept a Compel: You get a fate point when you agree to the
complication associated with a compel. As we said above, this may
sometimes happen retroactively if the circumstances warrant.
Have Your Aspects Invoked Against You: If someone pays a fate
point to invoke an aspect attached to your character, you gain their fate
point at the end of the scene. This includes advantages created on your
character, as well as consequences.
Concede in a Conflict: You receive one fate point for conceding in a
conflict, as well as an additional fate point for each consequence that
you’ve received in that conflict. (This isn’t the same as being taken out
in a conflict, by the way, but we’ll get into that later.)
You accepted a compel that effectively ended the last scene or starts the
next one. If that happens, take an extra fate point in the next scene.
You conceded a conflict to the PCs in the previous scene. If that
happens, take the fate points you’d normally get for the concession into
the next scene and add them to the default total.
If the immediate next scene doesn’t present a significant interaction with
NPCs, you can save these extra points until the next scene that does.
Her total fate point pool for this scene is 3 fate points—one each for
Landon, Cynere, and Zird. If Zird had been elsewhere (say, doing some
arcane research), Amanda would’ve gotten two fate points, one for
Landon and one for Cynere.
Late in the conflict, Barathar is forced to concede so she can get away
with her skin intact. She has taken two consequences in the conflict,
meaning that she gets three fate points for conceding. Those three fate
points carry over to the next scene.
5
SKILLS AND STUNTS
DEFINING SKILLS
A skill is a word that describes a broad family of competency at something
—such as Athletics, Fight, or Deceive—which your character might have
gained through innate talent, training, or years of trial and error. Skills are
the basis for everything your character actually does in the game that
involves challenge and chance (and dice).
Skills are rated on the adjective ladder. The higher the rating, the better
your character is at the skill. Taken together, your list of skills gives you a
picture of that character’s potential for action at a glance—what you’re best
at, what you’re okay at, and what you’re not so good at.
We define skills in two ways in Fate—in terms of the game actions that
you can do with them, and the context in which you can use them. There are
only a handful of basic game actions, but the number of potential contexts
is infinite.
The Basic Game Actions
We cover these in more detail in Actions and Outcomes, but here’s a quick
reference so that you don’t have to flip all the way over there right now.
Defend: You try to keep someone from harming you, getting past
you, or creating an advantage to use against you.
There are also some special effects that some skills perform, such as
giving you additional stress boxes for a conflict. See Physique and Will in
the default skill list below for examples.
Even though there are only four actions that all skills adhere to, the skill in
question lends context to the action. For example, both Burglary and Crafts
allow you to create an advantage, but only under very different contexts—
Burglary allows you to do it when you’re casing a place you’re about to
break into, and Crafts allows you to do it when you’re examining a piece of
machinery. The different skills let you differentiate the PCs’ abilities from
one another a bit, allowing each person to have a unique contribution to the
game.
DEFINING STUNTS
A stunt is a special trait your character has that changes the way a skill
works for you. Stunts indicate some special, privileged way a character uses
a skill that is unique to whoever has that stunt, which is a pretty common
trope in a lot of settings—special or elite training, exceptional talents, the
mark of destiny, genetic alteration, innate coolness, and a myriad of other
reasons all explain why some people get more out of their skills than others
do.
Unlike skills, which are about the sort of things anyone can do in your
campaign, stunts are about individual characters. For that reason, the next
several pages are about how to make your own stunts, but we’ll also have
example stunts listed under each skill in the Default Skill List.
Having stunts in your game allows you to differentiate characters that have
the same skills as one another.
Landon and Cynere both have a high Fight skill, but Cynere also has
the Warmaster stunt, which makes her better at creating advantages
with the skill. This differentiates the two characters a great deal—
Cynere has a unique capability to analyze and understand her enemies’
weaknesses in a way Landon doesn’t.
One might imagine Cynere starting a fight by testing an enemy with
moves and jabs, carefully assessing her opponent’s limits before
moving in for a decisive strike, whereas Landon is happy to wade in
and chop away.
You can also use this to set apart a certain set of abilities as belonging to a
dedicated few, if that’s something your setting needs. For example, in a
contemporary setting, you might feel that there shouldn’t be a base skill that
allows just anyone to have medical training. (Unless, of course, it’s a game
about doctors.) However, as a stunt for another, more general knowledge
skill (like Lore), you can have one character be “the doctor” if that’s what
the player wants.
Stunts and Refresh
Taking a new stunt beyond the first three reduces your
character’s refresh rate by one.
BUILDING STUNTS
In Fate, we allow players to take stunts during character creation, or leave
open the option to take stunts during play. There are a number of example
stunts listed under each skill entry below. These are not a hard and fast list;
rather, they’re there to show you how to create your own (though you can
certainly lift directly from the book if you’d like to).
We also have a list of all the things that stunts can potentially do, to help
you when you’re coming up with them for your game. When in doubt, look
at the listed stunts for guidance, as well as those the example
characters have.
GMs, if you have some particular set of abilities you want to reinforce as being important or unique
to your game, you’re going to want to create a list of stunts that the players can reference during
character creation. Usually, you’ll do this as part of creating extras; see the Extras chapter for more
details.
Backstab. You can use Stealth to make physical attacks, provided your
target isn’t already aware of your presence.
The Fight in the Dog. You can use Provoke to enter the kinds of
contests that you’d normally need Physique for, whenever your ability
to psych your opponent out with the force of your presence alone
would be a factor.
You’re Never Safe. You can use Burglary to make mental attacks and
create advantages against a target, by staging a heist in such a way as
to shatter their confidence in their security.
Just because you have a stunt doesn’t mean you always have to use it when
it becomes relevant. Using a stunt is always a choice, and you can opt not to
use a stunt if you don’t think it would be appropriate or you just don’t want
to.
For example, you could have a stunt that allows you to use Fight in place
of Athletics when defending against arrows and other missile attacks.
Whenever you’re attacked by an archer, you can choose to use Fight—or
simply use Athletics as anyone else would. It’s entirely your choice.
Adding a Bonus to an Action
Another use for a stunt is to give a skill an automatic bonus under a
particular, very narrow circumstance, effectively letting a character
specialize in something. The circumstance should be narrower than what
the normal action allows, and only apply to one particular action or pair of
actions.
The usual bonus is +2 to the skill total. However, if you want, you can also
express the bonus as two shifts of additional effect after the roll succeeds, if
that makes more sense. Remember, higher shifts on a roll allow your action
to be more effective in certain ways.
You can also use this to establish any effect worth two shifts as an
additional benefit of succeeding at the skill roll. This might be Fair (+2)
passive opposition, the equivalent of a 2-point hit, a mild consequence, or
an advantage that takes Fair (+2) opposition to remove.
Here are some examples of adding a bonus to an action:
Stunt Families
If you want to get detailed about a particular kind of training or talent, you
can create a stunt family for it. This is a group of stunts that are related to
and chain off of each other somehow.
This allows you to create things like fighting styles or elite schools in your
setting and represents the benefits of belonging to them. It also helps you
get specific about what types of specialized competencies are available, if
you want to give your game a sense of having distinct “character classes”—
so there might be an “Ace Pilot” or a “Cat Burglar” family of stunts.
Creating a stunt family is easy. You make one stunt that serves as a
prerequisite for all the others in the family, qualifying you to take further
stunts up the chain. Then, you need to create a handful of stunts that are all
related somehow to the prerequisite, either stacking the effects or branching
out into another set of effects.
Stacking Effects
Perhaps the simplest way of handling a related stunt is just making the
original stunt more effective in the same situation:
If the stunt added an action, narrow it further and give the new action a
bonus. Follow the same rules for adding a bonus—the circumstances
in which it applies should be narrower than that of the base action.
If the stunt gave a bonus to an action, give an additional +2 bonus to
the same action or add an additional two-shift effect to that action.
If the stunt made a rules exception, make it even more of an exception.
(This might be difficult depending on what the original exception is.
Don’t worry, you have other options.)
Keep in mind that the upgraded stunt effectively replaces the original. You
can look at it as a single super-stunt that costs two slots (and two refresh)
for the price of being more powerful than other stunts.
Here are some stunts that stack:
Branching Effects
When you branch, you create a new stunt that relates to the original in terms
of theme or subject matter, but provides a wholly new effect. If you look at
stacking effects as expanding a stunt or skill vertically, you can look at
branching effects as expanding them laterally.
If your original stunt added an action to a skill, a branching stunt might
add a different action to that skill, or it might provide a bonus to a different
action the skill already has, or create a rules exception, etc. The mechanical
effect isn’t connected to the prerequisite stunt at all, but provides a
complementary bit of awesome.
This allows you to provide a few different paths to being awesome that
follow from a single stunt. You can use this to highlight different elements
of a certain skill and help characters who are highly ranked in the same skill
differentiate from each other by following different stunt families.
As an example of how this works, let’s take a look at the Deceive skill. If
you look at the skill description, there are several avenues that we might
enhance with stunts: lying, sleight of hand and misdirection, disguise,
creating cover stories, or social conflict.
So let’s make our first stunt something like this:
Fast Talk. You get a +2 to overcome obstacles with Deceive, provided
you don’t have to talk to the person you’re trying to deceive for more
than a few sentences before blowing past them.
Here are some potential options for branching off of that stunt:
Skill List
Skill Overcome Create an Advantage Attack Defend
Athletics
X X X
Burglary X X
Contacts X X X
Crafts X X
Deceive X X X
Drive X X X
Empathy X X X
Fight X X X X
Investigate X X
Lore X X
Notice X X X
Physique X X X
Provoke X X X
Rapport X X X
Resources X X
Shoot X X X
Stealth X X X
Will X X X
CREATING SETTING WITH SKILLS
Skills are one of your primary mechanical ways to reinforce the setting
you’re using or creating for your game. The skills provided in this list are
deliberately generic so that they can be used in a variety of settings, and the
stunts provided continue this trend by not being tied to any particular
setting.
When you’re creating your own setting for use with Fate, you should also
create your own skill list. The default list we provide is a good starting
point, but creating skills specific to your world can help make it seem richer
by reinforcing the story with mechanics. Stunts, too, should reflect the
kinds of abilities available in your world.
Athletics
The Athletics skill represents your character’s general level of physical
fitness, whether through training, natural gifts, or genre-specific means (like
magic or genetic alteration). It’s how good you are at moving your body. As
such, it is a popular choice for nearly any action-y character.
Athletics is all but ubiquitous among every genre appropriate for Fate—it
would only be unnecessary in a game that focused exclusively on
interpersonal interaction and had no physical conflict.
You might decide that Athletics is inappropriate for defense against firearms or other high-tech
ranged weapons in your setting. There really isn’t any other skill that defends against them, though.
If you make this decision, it will make those weapons very, very dangerous. Or have another skill
defend against them.
Athletics Stunts
Sprinter. You move two zones for free in a conflict without rolling,
instead of one, provided there are no situation aspects restricting
movement.
Hardcore Parkour. +2 to overcome actions with Athletics if you are
in a chase across rooftops or a similarly precarious environment.
Dazing Counter. When you succeed with style on a defend action
against an opponent’s Fight roll, you automatically counter with some
sort of nerve punch or stunning blow. You get to attach
theDazed situation aspect to your opponent with a free invoke, instead
of just a boost.
Burglary
The Burglary skill covers your character’s aptitude for stealing things and
getting into places that are off-limits.
In genres that rely on the use of a lot of technology, this skill also includes
a proficiency in the related tech, allowing the character to hack security
systems, disable alarm systems, and whatnot.
Defend: Same here. It’s not really a conflict skill, so there’s not a lot
of opportunity to use it to defend
Burglary Stunts
Contacts
Contacts is the skill of knowing and making connections with people. It
presumes proficiency with all means of networking available in the setting.
You can also create an advantage that represents what the word on the street
is about a particular individual, object, or location, based on what your
contacts tell you. These aspects almost always deal with reputation more
than fact, such as Known as a Mean Guy or Notorious Swindler. Whether
that person lives up to their reputation is anybody’s guess, though that
doesn’t invalidate the aspect—people often have misleading reputations that
complicate their lives.
Contacts could also be used to create aspects that represent using your
information network to plant or acquire information.
Attack: Contacts isn’t used for attacks; it’s hard to harm someone
simply by knowing people.
Crafts
Crafts is the skill of working with machinery, for good or ill.
The default skill is called Crafts because it’s what we use in the examples,
but this skill might vary a great deal depending on the setting and what kind
of technology is available. In a modern or sci-fi setting, this might be
Engineering or Mechanics instead.
SO MANY CRAFTS…
If working with different types of tech is important to your game, you might
have several of these skills in your list. So, a futuristic game might have
Engineering, Cybernetics, and Biotechnology, all basically with the same
moves available for their respective type of tech. In such a game, an
individual character can’t be proficient at all of them without expending a
lot of skill ranks.
If you’re going to do this, make sure that you have a reason for it besides
pedantry—if the only thing that splitting the skills gets you is the same
effects with different names, you should keep it more generalized and use
stunts to handle the specialties.
Crafts Stunts
Always Making Useful Things. You don’t ever have to spend a fate
point to declare that you have the proper tools for a particular job using
Crafts, even in extreme situations (like being imprisoned and separated
from all your stuff). This source of opposition is just off the table.
Better than New! Whenever you succeed with style on an overcome
action to repair a piece of machinery, you can immediately give it a
new situation aspect (with a free invoke) reflecting the improvements
you’ve made, instead of just a boost.
Surgical Strikes. When using Crafts in a conflict involving
machinery, you can filter out unwanted targets from whole-zone
attacks without having to divide up your shifts (normally, you’d need
to divide your roll between your targets).
If building constructs and creating items is a big part of your game, check
out Extras for a discussion of what might result from the use of Crafts.
Deceive
Deceive is the skill about lying to and misdirecting people.
Deceive is the skill you use for determining if a disguise works, whether on
yourself or others. You’ll need to have the time and supplies to create the
desired effect. (Note: This is mainly a Hearts of Steelthing; in some games,
this may not be appropriate for Deceive by default and should require a
stunt.)
Defend: You can use Deceive to throw off Investigation attempts with
false information and to defend against efforts made to discern your true
motives with the Empathy skill.
Deceive Stunts
Drive
The Drive skill is all about operating vehicles and things that go fast.
Like Crafts, how the Drive skill appears in your games is going to depend
a lot on how much action you intend to have inside of vehicles or other
forms of transportation, and what kind of technology is available in your
setting.
For example, a low-tech setting (like Hearts of Steel) might have Ride
instead of Drive, because the main transportation is animal-based. A
futuristic setting revolving around people in a space opera military might
have Drive (for cars), Pilot (for starships), and Operate (for tanks or heavy
military vehicles).
Create an Advantage: You can use Drive to determine the best way
to get somewhere in a vehicle, and a good enough roll might allow you to
learn features of the route that get expressed as aspects, or declare that you
know a Convenient Shortcut or something similar.
Create an Advantage: You can use Drive to determine the best way to get
somewhere in a vehicle, and a good enough roll might allow you to learn
features of the route that get expressed as aspects, or declare that you know
a Convenient Shortcut or something similar.
You can also just read the Athletics description, and then make it about a
vehicle. Advantages created using Drive often revolve around getting good
positioning, doing a fancy maneuver (Did a Barrel Roll, anyone?), or
putting your opponent in a bad spot.
Attack: Drive isn’t usually used as an attack skill (though stunts can
certainly alter this). If you want to ram a vehicle, you can attack with Drive,
but you take the same shifts of harm you inflict.
Empathy
Empathy involves knowing and being able to spot changes in a person’s
mood or bearing. It’s basically the emotional Notice skill.
You can also use Empathy to discover what circumstances will allow you to
make mental attacks on someone, figuring out their breaking points.
Fight
The Fight skill covers all forms of close-quarters combat (in other words,
within the same zone), both unarmed and using weapons. For the ranged
weapons counterpart, see Shoot.
Overcome: Since you don’t really use Fight outside of a conflict, it’s
not often used to overcome obstacles. You might use it to display your
fighting prowess in a demonstration, or to participate in some kind of
regulated bout or sport fighting, which would allow you to use this skill in a
contest.
Defend: You use Fight to defend against any other attack or create an
advantage attempt made with Fight, as well as pretty much any action
where violently interposing yourself could prevent it from happening. You
can’t use this skill to defend against Shoot attacks, unless the setting is
fantastical enough that you can catch missiles or swat them from the air or
use laser swords to deflect blasters.
Fight Stunts
Heavy Hitter. When you succeed with style on a Fight attack and
choose to reduce the result by one to gain a boost, you gain a full
situation aspect with a free invocation instead.
Backup Weapon. Whenever someone’s about to hit you with
a Disarmed situation aspect or something similar, spend a fate point to
declare you have a backup weapon. Instead of a situation aspect, your
opponent gets a boost, representing the momentary distraction you
suffer having to switch.
Killing Stroke. Once per scene, when you force an opponent to take a
consequence, you can spend a fate point to increase the consequence’s
severity (so mild becomes moderate, moderate becomes severe). If
your opponent was already going to take a severe consequence, he
must either take a severe consequence and a second consequence or be
taken out.
Investigate
Investigate is the skill you use to find things out. It’s a counterpart to Notice
—whereas Notice revolves around situational alertness and surface
observation, Investigate revolves around concentrated effort and in-depth
scrutiny.
If that sounds broad, consider the following as just a few of the possibilities
for using Investigate: eavesdropping on a conversation, looking for clues at
a crime scene, examining records, verifying the truth of a piece of
information, conducting surveillance, and researching a cover story.
Lore
The Lore skill is about knowledge and education. As with some other skills,
we called it Lore because that fits the particular flavor of our examples—
other games might call it Scholarship, or Academics, or something like that.
If your game has a reason to prioritize different fields of knowledge as
being separate from one another, you might have several skills that follow
the same basic template. For example, you might have a Lore skill that’s
reserved for supernatural and arcane knowledge, and a Scholar skill for
more traditional education.
Overcome: You can use Lore to overcome any obstacle that requires
applying your character’s knowledge to achieve a goal. For example, you
might roll Lore to decipher some ancient language on a tomb wall, under
the presumption that your character might have researched it at some point.
Frankly, you can use Lore as a go-to skill any time you need to know if
your character can answer a difficult question, where some tension exists in
not knowing the answer.
(In our examples, the magic that Zird the Arcane uses is based on Lore, so
that’s a unique exception to this—he could conceivably use Lore for
magical attacks and defenses. See the Extras chapter for more details about
ways to do magic and powers.)
Notice
The Notice skill involves just that—noticing things. It’s a counterpart
to Investigate, representing a character’s overall perception, ability to pick
out details at a glance, and other powers of observation. Usually, when you
use Notice, it’s very quick compared to Investigate, so the kinds of details
you get from it are more superficial, but you also don’t have to expend as
much effort to find them.
Note that this isn’t license for GMs to call for Notice rolls left and right to
see how generally observant the players’ characters are; that’s boring.
Instead, call for Notice rolls when succeeding would result in something
interesting happening and failing would result in something just as
interesting.
Defend: You can use Notice to defend against any uses of Stealth to
get the drop on you or ambush you, or to discover that you’re being
observed.
Notice Stunts
Physique
The Physique skill is a counterpart to Athletics, representing the character’s
natural physical aptitudes, such as raw strength and endurance. In our
example game, we have this skill broken out as something separate in order
to create two distinct types of physical characters—the nimble guy
(represented by Athletics) and the strongman (represented by Physique).
In your game, you might not find this distinction necessary to make with
separate skills—though you might still let players make that distinction
with stunts and aspects.
Provoke
Provoke is the skill about getting someone’s dander up and eliciting
negative emotional response from them—fear, anger, shame, etc. It’s the
“being a jerk” skill.
To use Provoke, you need some kind of justification. That could come
entirely from situation, or because you have an aspect that’s appropriate, or
because you’ve created an advantage with another skill (like Rapport or
Deceive), or because you’ve assessed your target’s aspects (see Empathy).
This skill requires that your target can feel emotions—robots and zombies
typically can’t be provoked.
Overcome: You can Provoke someone into doing what you want in
a fit of emotional pique. You might intimidate them for information, piss
them off so badly that they act out, or scare them into running away. This
will often happen when you’re going up against nameless NPCs or it isn’t
worthwhile to play out the particulars. Against PCs or important NPCs,
you’ll need to win a contest. They oppose with Will.
Armor of Fear. You can use Provoke to defend against Fight attacks,
but only until the first time you’re dealt stress in a conflict. You can
make your opponents hesitate to attack, but when someone shows
them that you’re only human your advantage disappears.
Provoke Violence. When you create an advantage on an opponent
using Provoke, you can use your free invocation to become the target
of that character’s next relevant action, drawing their attention away
from another target.
Okay, Fine! You can use Provoke in place of Empathy to learn a
target’s aspects, by bullying them until they reveal one to you. The
target defends against this with Will. (If the GM thinks the aspect is
particularly vulnerable to your hostile approach, you get a +2 bonus.)
Rapport
The Rapport skill is all about making positive connections to people and
eliciting positive emotion. It’s the skill of being liked and trusted.
Overcome: Use Rapport to charm or inspire people to do what you
want, or to establish a good connection with them. Charm your way past the
guard, convince someone to take you into their confidence, or become the
man of the hour at the local tavern. For nameless NPCs, this is just an
overcome action, but you may have to enter a contest to sufficiently
ingratiate yourself to a named NPC or PC.
Attack: Rapport doesn’t cause harm, so you don’t use it for attacks.
Best Foot Forward. Twice per session, you may upgrade a boost you
receive with Rapport into a full situation aspect with a free invocation.
Demagogue. +2 to Rapport when you’re delivering an inspiring
speech in front of a crowd. (If there are named NPCs or PCs in the
scene, you may target them all simultaneously with one roll rather than
dividing up your shifts.)
Popular. If you’re in an area where you’re popular and well-liked, you
can use Rapport in place of Contacts. You may be able to establish
your popularity by spending a fate point to declare a story detail, or
because of prior justification.
Resources
Resources describes your character’s general level of material wealth in the
game world and ability to apply it. This might not always reflect cash on
hand, given the different ways you can represent wealth in a particular
setting—in a medieval game, it might be tied to land or vassals as much as
gold; in the modern day, it might mean a number of good lines of credit.
This skill is in the default list to give you a basic, easy way to handle
wealth as an abstraction without getting into minutiae or bookkeeping.
Some people might consider it odd to give a static skill rating for something
that we’re used to seeing as a finite resource. If that bothers you, see this
sidebar for ways to limit Resources.
Overcome: You can use Resources to get yourself out of or past any
situation where throwing money at the problem will help, such as
committing bribery or acquiring rare and expensive things. Challenges or
contests might involve auctions or bidding wars.
LIMITING RESOURCES
If someone is using the Resources skill a bit too often, or you just want to
represent how continually tapping into your source of wealth provides
diminishing returns, you can try one of the following ideas:
If you really want to get crazy, you can make finances a category of
conflict and give each character a wealth stress track, giving them extra
stress boxes for having a high Resources, but we don’t recommend going
that far unless you plan on making material wealth a major part of your
game.
Shoot
The counterpart to Fight, Shoot is the skill of using ranged weaponry, either
in a conflict or on targets that don’t actively resist your attempts to shoot
them (like a bull’s-eye or the broad side of a barn).
Again, as with Fight, if it’s important to your setting to make a distinction
between different types of ranged weaponry, you might separate this out
into skills like Bows, Guns, Energy Weapons, etc. Don’t go nuts with this
unless it’s key to your game.
Attack: This skill makes physical attacks. You can make them from
up to two zones away, unlike with Fight. (Sometimes the range will change
with the weapon.)
Called Shot. During a Shoot attack, spend a fate point and declare a
specific condition you want to inflict on a target, like Shot in the
Hand. If you succeed, you place that as a situation aspect on them in
addition to hitting them for stress.
Quick on the Draw. You can use Shoot instead of Notice to determine
turn order in any physical conflict where shooting quickly would be
useful.
Uncanny Accuracy. Once per conflict, stack an additional free invoke
on an advantage you’ve created to represent the time you take to aim
or line up a shot (like In My Sights).
Stealth
The Stealth skill allows you to avoid detection, both when hiding in place
and trying to move about unseen. It pairs well with the Burglary skill.
Overcome: You can use Stealth to get past any situation that
primarily depends on you not being seen. Sneaking past sentries and
security, hiding from a pursuer, avoiding leaving evidence as you pass
through a place, and any other such uses all fall under the purview of
Stealth.
Defend: You can use this to foil Notice attempts to pinpoint you or
seek you out, as well as to try to throw off the scent of an Investigate
attempt from someone trying to track you.
Stealth Stunts
Face in the Crowd. +2 to any Stealth roll to blend into a crowd. What
a “crowd” means will depend on the environment—a subway station
requires more people to be crowded than a small bar.
Ninja Vanish. Once per scene, you can vanish while in plain sight by
spending a fate point, using a smoke pellet or other mysterious
technique. This places the Vanished boost on you. While you’re
vanished, no one can attack or create an advantage on you until after
they’ve succeeded at an overcome roll with Notice to suss out where
you went (basically meaning they have to give up an exchange to try).
This aspect goes away as soon as you invoke it, or someone makes that
overcome roll.
Slippery Target. Provided you’re in darkness or shadow, you can use
Stealth to defend against Shoot attacks from enemies that are at
least one zone away.
Will
The Will skill represents your character’s general level of mental fortitude,
the same way that Physique represents your physical fortitude.
Overcome: You can use Will to pit yourself against obstacles that
require mental effort. Puzzles and riddles can fall under this category, as
well as any mentally absorbing task, like deciphering a code. Use Will
when it’s only a matter of time before you overcome the mental challenge,
and Lore if it takes something more than brute mental force to get past it.
Many of the obstacles that you go up against with Will might be made part
of challenges, to reflect the effort involved.
Attack: Will isn’t really used for attacks. That said, in settings where
you allow psychic abilities, full-on psychic conflict might be something you
can do with this skill. That’s the sort of thing that would be added to Will
by taking a stunt or extra.
Defend: Will is the main skill you use to defend against mental
attacks from Provoke, representing your control over your reactions.
Special: The Will skill gives you additional mental stress boxes or
consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box.
Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box.
Superb (+5) and above give you an additional mild consequence slot along
with the additional stress boxes. This slot can only be used for mental harm.
Will Stunts
Cynere needs to bribe her way past the guards keeping her from
entering the city of Thaalar. Amanda says she’ll do this as a straight-up
overcome action, because the guards are nameless NPCs anyway and
not really worth a conflict.
Lily looks through Cynere’s skill list and picks Resources as her skill,
hoping she can scrounge enough out of her coin purse to satisfy them.
Her Resources skill is Average (+1), so she’ll add one to whatever
result she gets from rolling the dice.
She rolls and gets:
Her total result is +2 (+1 from her dice and +1 from her skill of
Average), which corresponds to a Fair on the ladder.
Opposition
As we said in The Basics, whenever you roll the dice, you’re comparing
your roll to your opposition. Opposition is either active, meaning it’s
another person rolling dice against you, or passive, meaning that it’s just a
set rating on the ladder which represents the influence of the environment
or situation you’re in. GMs, it’s your job to decide what the most reasonable
source of opposition is.
FOR THE GM
HOW HARD SHOULD SKILL ROLLS BE?
For active opposition, you don’t really need to worry about how hard the
roll is—just use the NPC’s skill level and roll the dice like the players do,
letting the chips fall where they may. We have guidelines about NPC skill
levels in Running the Game.
For passive opposition, you have to decide what rank on the ladder the
player has to beat. It’s more an art than a science, but we have some
guidelines to help you.
Anything that’s two or more steps higher than the PC’s skill level—Fair
(+2) skill and Great (+4) opposition, for example— means that the player
will probably fail or need to invoke aspects to succeed.
Anything that’s two or more steps lower than the PC’s skill level—Fair
(+2) skill and Mediocre (+0) opposition, for example—means that the
player will probably not need to invoke aspects and have a good chance of
succeeding with style.
Between that range, there’s a roughly equal chance that they’ll tie or
succeed, and a roughly equal chance that they will or won’t need to invoke
aspects to do so.
Therefore, low difficulties are best when you want to give the PCs a
chance to show off and be awesome, difficulties near their skill levels are
best when you want to provide tension but not overwhelm them, and high
difficulties are best when you want to emphasize how dire or unusual the
circumstances are and make them pull out all the stops.
Finally, a couple of quick axioms:
Average is called Average for a reason—if nothing about the opposition
sticks out, then the difficulty doesn’t need more than a +1.
If you can think of at least one reason why the opposition sticks out, but
otherwise just can’t decide what the difficulty should be, pick Fair (+2). It’s
in the middle of a PC’s range of skills, so it provides a decent challenge for
every skill level except Great (+4), and you want to give PCs a chance to
show off their peak skill anyway.
Overcome
Use the overcome action to achieve assorted goals appropriate to your
skill.
Every skill has a certain niche of miscellaneous endeavors that fall under
its purview, certain situations where it’s an ideal choice. A character with
Burglary tries to jimmy a window, a character with Empathy tries to calm
the crowd, and a character with Crafts tries to fix the broken axle on his
wagon after a desperate chase.
When your character’s in one of these situations and there’s something
between her and her goals, you use the overcome action to deal with it.
Look at it as the “catch-all” action for every skill—if it doesn’t fall into any
other category, it’s probably an overcome action.
The opposition you have to beat might be active or passive, depending on
the situation.
When you fail an overcome action, you have two options. You can
simply fail, which means you don’t attain your goal or get what you
were after, or you can succeed at a serious cost.
When you tie an overcome action, you attain your goal or get what
you were after, but at a minor cost.
When you succeed at an overcome action, you attain your goal
without any cost.
When you succeed with style at an overcome action, you get a boost
in addition to attaining your goal.
Landon stalks around the siege tower of the Red Emperor’s fortress,
trying to sabotage the ballistas. If he succeeds, the army who hired him
has a much better chance in the field when they attack tomorrow
morning.
Amanda says, “Okay, so you make it to the top of the tower, and you
start working. But then, you hear footsteps echoing below you in the
tower—sounds like the next guard patrol got here just a bit early.”
“Damn,” Lenny says. “Figures I’d get the one guard squad with real
discipline. I need to disable these and get out—if they find me, General
Ephon already told me he’d disavow my existence.”
Amanda shrugs a bit and says, “Work fast? You’re looking at passive
opposition here—crunched for time, and dealing with intricate
machinery bits, so I’ll call that Great (+4).”
Landon has the Crafts skill at Average (+1). Lenny grumbles and
says, “Should have convinced Zird to do this.” He rolls, getting a +2,
for a Good (+3) result. Not good enough.
Landon chips in a fate point and says, “Well, you know what I always
say... Smashing Is Always an Option,” referring to one of his aspects.
Amanda chuckles and nods, and with the invocation, he manages a
Superb (+5). That’s enough to succeed, but not enough to succeed with
style, so Landon accomplishes his objective at no cost.
He describes how he hastily dismantles the ballista, applying rather
violent sabotage before diving for a hiding spot as the guards get
closer...
Create an Advantage
Use the create an advantage action to make a situation aspect that gives
you a benefit, or to claim a benefit from any aspect you have access to.
The create an advantage action covers a broad range of endeavors, unified
around the theme of using your skills to take advantage (hence the name) of
the environment or situation you’re in.
Sometimes, that means you’re doing something to actively change your
circumstances (like throwing sand in an opponent’s eyes or setting
something on fire), but it could also mean that you’re discovering new
information that helps you (like learning the weakness of a monster through
research), or taking advantage of something you’ve previously observed
(like your opponent’s predisposition to a bad temper).
When you roll to create an advantage, you must specify whether you’re
creating a new situation aspect or taking advantage of an aspect that’s
already in place. If the former, are you attaching that situation aspect to a
character or to the environment?
Opposition might be active or passive, depending on the circumstances. If
your target is another character, their roll always counts as a defend action.
If you’re using create an advantage to make a new aspect…
When you fail, you either don’t create the aspect, or you create it but
someone else gets the free invoke—whatever you end up doing works
to someone else’s advantage instead. That could be your opponent in a
conflict, or any character who could tangibly benefit to your detriment.
You may have to reword the aspect to show that the other character
benefits instead—work it out with the recipient in whichever way
makes the most sense.
When you tie, you get a boost instead of the situation aspect you were
going for. This might mean you have to rename the aspect a bit to
reflect its temporary nature (Rough Terrain becomes Rocks on the
Path).
When you succeed, you create a situation aspect with a free
invocation.
When you succeed with style, you get a situation aspect with two free
invocations instead of one.
When you fail, you give a free invoke on that aspect to someone else
instead. That could be your opponent in a conflict, or any character
who could tangibly benefit to your detriment.
When you tie or succeed, you place a free invocation on the aspect.
When you succeed with style, you place two free invocations on the
aspect.
Attack
Use the attack action to harm someone in a conflict or take them out of
a scene.
The attack action is the most straightforward of the four actions—when
you want to hurt someone in a conflict, it’s an attack. An attack isn’t always
physical in nature; some skills allow you to hurt someone mentally as well.
Most of the time, your target will actively oppose your attack. Passive
opposition on an attack means you’ve caught your target unaware or
otherwise unable to make a full effort to resist you, or the NPC isn’t
important enough to bother with dice.
In addition, passive or not, the opposition always counts as a defend action
so you can look at these two actions as being inexorably intertwined.
When you fail at an attack, you don’t cause any harm to your target.
(It also means that your target succeeded on the defend action, which
could get you saddled with other effects.)
When you tie an attack, you don’t cause any harm, but you gain
a boost.
When you succeed on an attack, you inflict a hit on your target equal
to the number of shifts you got. That forces the target to try and “buy
off” the value of your hit by taking stress or consequences; if that’s not
possible, your target gets taken out of the conflict.
When you succeed with style on an attack, it works like a normal
success, but you also have the option to reduce the value of your hit by
one to gain a boost as well.
NO STACKED EFFECTS!
You’ll notice that the defend action has outcomes that mirror some of the
outcomes in attack and create an advantage. For example, it says that when
you tie a defense, you grant your opponent a boost. Under attack, it says
that when you tie, you receive a boost.
That doesn’t mean the attacker gets two boosts—it’s the same result, just
from two different points of view. We just wrote it that way so that the
results were consistent when you looked up the rule, regardless of what
action you took.
You’ll notice that the defend action has outcomes that mirror some of the
outcomes in attack and create an advantage. For example, it says that when
you tie a defense, you grant your opponent a boost. Under attack, it says
that when you tie, you receive a boost.
That doesn’t mean the attacker gets two boosts—it’s the same result, just
from two different points of view. We just wrote it that way so that the
results were consistent when you looked up the rule, regardless of what
action you took.
Zird the Arcane is arguing a magical thesis before the council of the
Collegia Arcana. But one of the adjutants on the council, an old rival
named Vokus Skortch, has it in for Zird. He wants not only to see Zird
fail, but to damage Zird’s self-confidence by forcing him to misstep and
doubt himself. The group agrees that they know each other well enough
that Skortch could affect him this way, so the conflict is on.
As Zird finishes his opening argument, Amanda describes how Skortch
uses Provoke as an attack, poking holes in Zird’s theories and forcing
him to reevaluate. Skortch has a Provoke of Good (+3).
Zird defends with Will, which he has at Fair (+2). Amanda rolls for
Skortch and gets a +1, for a total of Great (+4). Ryan rolls for Zird and
gets a +2, tying at Great (+4). Zird doesn’t have to deal with taking a
hit, but he does grant Skortch a boost, which Amanda decides to
call Momentarily Tripped Up.
7
CHALLENGES, CONTESTS,
AND CONFLICTS
CHALLENGES
A single overcome action is sufficient to deal with a straightforward goal or
obstacle—the hero needs to pick this lock, disarm this bomb, sift out a vital
piece of information, and so on. It’s also useful when the details of how
something gets done aren’t important or worth spending an intense amount
of time on, when what you need to know is whether the character can get
something done without any setbacks or costs.
Sometimes, however, things get complicated. It’s not enough to pick the
lock, because you also have to hold off the hordes of attacking zombies and
set up the magical ward that’s going to keep pursuers off your back. It’s not
enough to disarm the bomb, because you also have to land the crashing
blimp and keep the unconscious scientist you’re rescuing from getting hurt
in said landing.
A challenge is a series of overcome actions that you use to resolve an
especially complicated or dynamic situation. Each overcome action uses
a different skill to deal with one task or part of the situation, and you take
the individual results as a whole to figure out how the situation resolves.
GMs, when you’re trying to figure out if it’s appropriate to call for a
challenge, ask yourself the following questions:
Is each separate task something that can generate tension and drama
independently of the other tasks? If all the tasks are really part of the
same overall goal, like “detaching the detonator,” “stopping the timer”,
and “disposing of the explosive material” when you’re disarming a
bomb, then that should be one overcome action, where you use those
details to explain what happened if the roll goes wrong.
Does the situation require different skills to deal with? Holding off the
zombies (Fight) while pushing down a barricade (Physique) and fixing
your broken wagon (Crafts) so that you can get away would be a good
instance for a challenge.
Ryan takes a deep breath and says, “All right, let’s do this.” He takes
up the dice.
He decides to tackle securing the inn first, so he rolls his Good (+3)
Crafts skill and gets a 0 on the dice. That ties the roll, allowing him to
achieve the goal at a minor cost. Amanda says, “I’m going to say that I
get a boost called Hasty Work to use against you if I need it—you are
working fast, after all.”
Ryan sighs and nods, and then goes for the second goal in the
challenge, which is calming the locals with his Good (+3) Rapport. He
makes his roll and gets a terrible –3 on the dice! Now he has the option
to fail or to succeed with a major cost. He goes for success, leaving
Amanda to think of a good major cost.
She thinks a moment. How to make calming the villagers costly? Then
she grins. “So, this is a story thing more than a mechanics thing, but
you know… you’re using Rapport, so you’re probably being pretty
inspirational right now. I could see you inadvertently convincing some
of these farmers and peasants that those zombies are no real threat,
and that they totally can go out and fight with little consequence.
Because your magic is keeping them safe, right?”
Ryan says, “But they have to be in the inn for that to work!” Amanda
is just grinning. Ryan sighs again. “Okay, fine. Some people get totally
the wrong idea and are potentially going to get themselves killed. I can
just hear them now… Zird, why did you let my husband die? Augh.”
Amanda grins some more.
Ryan goes for the final part of the challenge—the ritual itself, cast
with his Great (+4) Lore. Amanda invokes the boost she got earlier and
says, “Yeah, you totally have very distracting zombies chipping apart
your barricades. Very distracting.” That pushes the difficulty for the
final roll up to Superb (+5).
He rolls a +2 and gets a Fantastic (+6), enough to succeed with no
cost.
Amanda nods and together they finish describing the scene—Zird
finishes the ritual just in time, and the holy power of the Qirik descends
on the inn. Some zombies on the verge of breaking in get sizzled by the
holy aura, and Zird breathes a sigh of relief… until he hears the
panicked screams of villagers outside the inn…
But that’s next scene.
If you have any boosts that went unused in the challenge, feel free to keep
them for the rest of this scene or whatever scene you’re transitioning to, if
the events of the challenge connect directly to the next scene.
Advantages in a Challenge
You can try to create an advantage during a challenge, for yourself or to
help someone else out. Creating an advantage doesn’t count towards
completing one of the challenge goals, but failing the roll could create a
cost or problem that negatively impacts one of the other goals. Be careful
using this tactic; advantages can help complete tasks more effectively and
create momentum, but trying to create them is not without risk.
Attacks in a Challenge
Because you’re always up against passive opposition in a challenge, you’ll
never use the attack action. If you’re in a situation where it seems
reasonable to roll an attack, you should start setting up for a conflict.
CONTESTS
Whenever two or more characters have mutually exclusive goals, but
they aren’t trying to harm each other directly, they’re in a contest. Arm
wrestling matches, races or other sports competitions, and public debates
are all good examples of contests.
GMs, answer the following questions when you’re setting up a contest:
What are the “sides”? Is every character in the contest in it for herself,
or are there groups of people opposing other groups? If you have
multiple characters on a side, they roll together using the Teamwork
rules.
What environment does the contest take place in? Are there any
significant or notable features of that environment you want to define
as situation aspects?
How are the participants opposing each other? Are they rolling against
each other directly (like in a straight sprint race or a poker match), or
are they trying to overcome something in the environment (like an
obstacle course or a panel of judges)?
What skills are appropriate for this contest? Does everyone have to roll
the same one, or do several apply?
Zird the Arcane has been felled in a battle with a shadowy group of
assassins who ambushed him and Cynere just outside of town! Cynere
finishes off the last of them, ending the conflict, then starts toward her
fallen friend.
That’s when the assassins’ leader, a cutpurse she knows well as Teran
the Swift, blinks in with teleportation magic next to Zird’s unconscious
form! He starts casting another teleportation spell, clearly intending to
leave with Zird. Cynere breaks into a run. Can she get there before
Teran finishes his spell?
Amanda looks through the questions for setting up the contest.
The previous conflict scene had a situation aspect of Muddy Ground,
so she decides to keep that in play.
Clearly, Teran and Cynere are directly opposing each other, so they’ll
be providing active opposition.
Teran’s going to be rolling his Lore skill for the contest, because he’s
casting a spell. Because this is a pretty straightforward movement-
related situation for Cynere, Amanda and Lily agree that Athletics is
the most appropriate skill to roll.
If you got the highest result, you win the exchange. If you’re rolling
directly against the other participants, then that means you got the
highest rank on the ladder out of everyone. If you’re all rolling against
something in the environment, it means you got the most shifts out of
everyone.
Winning the exchange means you score a victory (which you can just
represent with a tally mark or check mark on scratch paper) and describe
how you take the lead.
If you succeed with style and no one else does, then you get to
mark two victories.
If there’s a tie for the highest result, no one gets a victory, and an
unexpected twist occurs. This could mean several things depending
on the situation—the terrain or environment shifts somehow, the
parameters of the contest change, or an unanticipated variable shows
up and affects all the participants. GMs, you should create a new
situation aspect reflecting this change.
The first participant to achieve three victories wins the contest.
Cynere has Athletics at Great (+4). Teran has Lore at Good (+3).
In the first exchange, Lily rolls poorly for Cynere and ends up with an
Average (+1). Amanda rolls a 0 on the dice and stays at Good (+3).
Amanda wins, so Teran wins the exchange and takes 1 victory. Amanda
describes Teran completing the first major rune of the spell, raising a
lambent green glow into the air.
In the third exchange, they tie at Good (+3)! Amanda now has to
introduce an unexpected twist into the contest. She thinks about it for a
moment, and says, “Okay, so it looks like some of the various magical
reagents on Zird’s belt pouch are reacting weirdly with the magic of
Teran’s spell, throwing Magical Distortions into the air.” She writes
down that situation aspect on an index card and puts it on the table.
In the fourth exchange, they tie again, this time at Great (+4). Lily
says, “Forget this noise. I want to invoke two aspects—one, because I
have I’ve Got Zird’s Back on my sheet, and Magical Distortions,
because I figure that they’re going to interfere more with his
spellcasting than my running.” She passes Amanda two fate points.
That puts her final result at Legendary (+8), another success with
style and another two victories. That gives her four victories to Teran’s
one, and she wins the exchange and the contest!
Amanda and Lily describe how she snatches Zird just before Teran
finishes his spell, and he teleports away without his prize.
Cynere tries to throw mud in the eyes of Teran the Swift as she’s
running to save Zird. Lily says she wants to create an advantage, with
Teran as her target and a new aspect called Mud in the Eyes.
(Imaginative, we know.)
She rolls Athletics to create the advantage and gets a Great (+4).
Teran rolls Athletics to defend and gets a Good (+3).
Teran gets mud in his eyes as Cynere intended, and Lily marks that
she has a free invocation on it.
Because Lily didn’t fail, she gets to make her contest roll normally.
Amanda decides that being semi-blinded isn’t going to stop Teran from
continuing to cast, so he also gets to roll normally.
Attacks in a Contest
If someone tries to attack in a contest, then they’re doing direct harm, and it
ceases to be a contest. You should immediately stop what you’re doing and
start setting up for a conflict instead.
CONFLICTS
In a conflict, characters are actively trying to harm one another. It could be
a fist fight, a shootout, or a sword duel. It could also be a tough
interrogation, a psychic assault, or a shouting match with a loved one.As
long as the characters involved have both the intent and the ability to
harm one another, then you’re in a conflict scene.
Conflicts are either physical or mental in nature, based on the kind of harm
you’re at risk of suffering. In physical conflicts, you suffer bruises, scrapes,
cuts, and other injuries. In mental conflicts, you suffer loss of confidence
and self-esteem, loss of composure, and other psychological trauma.
Setting up a conflict is a little more involved than setting up contests or
challenges. Here are the steps:
Set the scene, describing the environment the conflict takes place in,
creating situation aspects and zones, and establishing who’s
participating and what side they’re on.
Determine the turn order.
Start the first exchange:
On your turn, take an action and then resolve it.
On other people’s turns, defend or respond to their actions as
necessary.
At the end of everyone’s turn, start again with a new exchange.
You know the conflict is over when everyone on one of the sides
has conceded or been taken out.
Setting the Scene
GMs and players, you should talk briefly before you start a conflict about
the circumstances of the scene. This mainly involves coming up with quick
answers to variations of the four W-questions, such as:
You don’t need an exhaustive amount of detail here, like precise measures
of distance or anything like that. Just resolve enough to make it clear for
everyone what’s going on.
GMs, you’re going to take this information and create situation aspects to
help further define the arena of conflict.
Situation Aspects
GMs, when you’re setting the scene, keep an eye out for fun-sounding
features of the environment to make into situation aspects, especially if you
think someone might be able to take advantage of them in an interesting
way in a conflict. Don’t overload it—find three to five evocative things
about your conflict location and make them into aspects.
Good options for situation aspects include:
If you can describe the area as bigger than a house, you can probably
divide it into two or more zones—think of a cathedral or a shopping
center parking lot.
If it’s separated by stairs, a ladder, a fence, or a wall, it could be
divided zones, like two floors of a house.
“Above X” and “below X” can be different zones, especially if moving
between them takes some doing—think of the airspace around
something large, like a blimp.
When you’re setting up your zones, note any situation aspects that could
make moving between those zones problematic. They’ll be important later,
when people want to move from zone to zone. If that means you need more
situation aspects, add them now.
Turn Order
Your turn order in a conflict is based on your skills. In a physical conflict,
compare your Notice skill to the other participants. In a mental conflict,
compare your Empathy skill. Whoever has the highest gets to go first, and
then everyone else in descending order.
If there’s a tie, compare a secondary or tertiary skill. For physical conflicts,
that’s Athletics, then Physique. For mental conflicts, Rapport, then Will.
GMs, for a simple option, pick your most advantageous NPC to determine
your place in the turn order, and let all your NPCs go at that time.
Cynere has a Notice of Good (+3), higher than everyone else, so she
goes first.
Zird has a Notice of Average (+1), so he goes second.
Landon and Og both lack the Notice skill. Landon has Athletics at
Good (+3), and Og has it at Fair (+2), so Landon goes third and Og
goes last.
The Exchange
Exchanges in a conflict are a little more complicated than in contests. In an
exchange, every character gets a turn to take an action. GMs, you get to go
once for every NPC you control in the conflict.
Most of the time, you’re going to be attacking another character or
creating an advantage on your turn, because that’s the point of a conflict—
take your opponent out, or set things up to make it easier to take your
opponent out.
GMs, if you have a lot of nameless NPCs in your scene, feel free to have them use passive opposition
to keep your dice rolling down. Also, consider using mobs instead of individual NPCs to keep
things simple.
In the first exchange of our warehouse fight, Cynere goes first. Lily has
Cynere attack the thug that’s eyeing her. That’s her action for the
exchange—she can still roll to defend whenever she needs to, but she
can’t do anything else proactive until her next turn.
On Ryan’s turn, he has Zird do a full defense—normally, he’d be able
to defend and get an action this exchange, but instead, he gets a +2 to
his defense rolls until his next turn.
On Lenny’s turn, he has Landon create an advantage by placing an
aspect on Og called Hemmed In, hoping to corner him between some
crates. That’s his action for the exchange.
Amanda goes last, and she just has all of her NPCs attack their
chosen targets.
Resolving Attacks
A successful attack lands a hit equivalent to its shift value on a target. So if
you get three shifts on an attack, you land a 3-shift hit.
If you get hit by an attack, one of two things happen: either you absorb the
hit and stay in the fight, or you’re taken out.
Fortunately, you have two options for absorbing hits to stay in the fight—
you can take stress and/or consequences. You can also concede a
conflict before you’re taken out, in order to preserve some control over
what happens to your character.
If, for whatever reason, you want to forego your defense and take a hit (like,
say, to interpose yourself in the path of an arrow that’s about to skewer your
friend), you can.
Because you’re not defending, the attacker’s rolling against Mediocre (+0)
opposition, which means you’re probably going to take a bad hit.
Stress
One of your options to mitigate the effect of a hit is to take stress.
The best way to understand stress is that it represents all the various
reasons why you just barely avoid taking the full force of an attack. Maybe
you twist away from the blow just right, or it looks bad but is really just a
flesh wound, or you exhaust yourself diving out of the way at the last
second.
Mentally, stress could mean that you just barely manage to ignore an
insult, or clamp down on an instinctive emotional reaction, or something
like that.
Stress boxes also represent a loss of momentum—you only have so many
last-second saves in you before you’ve got to face the music.
On your character sheet, you have a number of stress boxes, each with a
different shift value. By default, all characters get a 1-point and a 2-point
box. You may get additional, higher-value stress boxes depending on some
of your skills (usually Physique and Will).
When you take stress, check off a stress box with a value equal to the shift
value of the hit. If that box is already checked, check off a higher value box.
If there is no higher available box, and you can’t take any consequences,
you’re taken out of the conflict.
You can only check off one stress box per hit.
Remember that you have two sets of stress boxes! One of these is for
physical stress, the other for mental; you’ll start with a 1-shift and a 2-shift
box in each of these. If you take stress from a physical source, you check
off a physical stress box. If it’s a mental hit, check off a mental stress box.
After a conflict, when you get a minute to breathe, any stress boxes you
checked off become available for your use again.
Because his 3-point box is already checked, the hit must be absorbed
by a higher-value box. He reluctantly checks off the 4-point box.
Consequences
The second option you have for mitigating a hit is taking a consequence. A
consequence is more severe than stress—it represents some form of lasting
injury or setback that you accrue from the conflict, something that’s going
to be a problem for your character after the conflict is over.
Consequences come in three levels of severity—mild, moderate, and
severe. Each one has a different shift value: two, four, and six, respectively.
On your character sheet, you have a number of available consequence slots,
in this section:
When you use a consequence slot, you reduce the shift value of the attack
by the shift value of the consequence. You can use more than one
consequence at a time if they’re available. Any of the hit’s remaining shifts
must be handled by a stress box to avoid being taken out.
However, there’s a penalty. The consequence written in the slot is an
aspect that represents the lasting effect incurred from the attack. The
opponent who forced you to take a consequence gets a free invocation, and
the aspect remains on your character sheet until you’ve recovered the
consequence slot. While it’s on your sheet, the consequence is treated like
any other aspect, except because the slant on it is so negative, it’s far more
likely to be used to your character’s detriment.
Unlike stress, a consequence slot may take a long time to recover after the
conflict is over. Also unlike stress, you only have one set of consequences;
there aren’t specific slots for physical versus mental consequences. This
means that, if you have to take a mild consequence to reduce a mental hit
and your mild consequence slot is already filled with a physical
consequence, you’re out of luck! You’re going to have to use a moderate or
severe consequence to absorb that hit (assuming you have one left). The
exception to this is the extra consequence slot you would get from a Superb
(+5) Physique or Will is reserved for physical or mental harm, respectively.
Still, it’s better than being taken out, right?
Naming a Consequence
In order to regain the use of a consequence slot, you have to recover from
the consequence. That requires two things—succeeding at an action that
allows you to justify recovery, and then waiting an appropriate amount of
game time for that recovery to take place.
The action in question is an overcome action; the obstacle is the
consequence that you took. If it’s a physical injury, then the action is some
kind of medical treatment or first aid. For mental consequences, the action
may involve therapy, counseling, or simply a night out with friends.
The difficulty for this obstacle is based on the shift value of the
consequence. Mild is Fair (+2), moderate is Great (+4), and severe is
Fantastic (+6). If you are trying to perform the recovery action on yourself,
increase the difficulty by two steps on the ladder.
Keep in mind that the circumstances have to be appropriately free of
distraction and tension for you to make this roll in the first place—you’re
not going to clean and bandage a nasty cut while ogres are tromping
through the caves looking for you. GMs, you’ve got the final judgment call.
If you succeed at the recovery action, or someone else succeeds on a
recovery action for you, you get to rename the consequence aspect to show
that it’s in recovery. So, for example, Broken Leg could becomeStuck in a
Cast, Scandalized could become Damage Control, and so on. This doesn’t
free up the consequence slot, but it serves as an indicator that you’re
recovering, and it changes the ways the aspect’s going to be used while it
remains.
Whether you change the consequence’s name or not—and sometimes it
might not make sense to do so—mark it with a star so that everyone
remembers that recovery has started.
Then, you just have to wait the time.
For a mild consequence, you only have to wait one whole scene after
the recovery action, and then you can remove the aspect and clear the
slot.
For a moderate consequence, you have to wait one whole session after
the recovery action (which means if you do the recovery action in the
middle of a session, you should recover sometime in the middle of
next session).
For a severe consequence, you have to wait one whole scenario after
the recovery action.
Extreme Consequences
Advantages in a Conflict
Remember that aspects you create as advantages follow all the rules
for situation aspects—the GM can use them to justify overcome actions,
they last until they’re made irrelevant or the scene is over, and in some
cases they represent as much a threat to you as an opponent.
When you create an advantage in a conflict, think about how long you
want that aspect to stick around and whom you want to have access to it.
It’s difficult for anyone besides you and your friends to justify using an
advantage you stick to a character, but it’s also easier to justify getting rid of
it—one overcome action could undo it. It’s harder to justify getting rid of an
aspect on the environment (seriously, who is going to move that Huge
Bookcase you just knocked over?), but anyone in the scene could
potentially find a reason to take advantage of it.
In terms of options for advantages, the sky’s the limit. Pretty much any
situational modifier you can think of can be expressed as an advantage. If
you’re stuck for an idea, here are some examples:
Temporary Blinding: Throwing sand or salt in the enemy’s eyes is a
classic action staple. This places a Blinded aspect on a target, which
could require them to get rid of the aspect with an overcome action
before doing anything dependent on sight. Blinded might also present
opportunities for a compel, so keep in mind that your opponent can
take advantage of this to replenish fate points.
Disarming: You knock an opponent’s weapon away, disarming them
until they can recover it. The target will need an overcome action to
recover their weapon.
Positioning: There are a lot of ways to use advantages to represent
positioning, like High Ground or Cornered, which you can invoke to
take advantage of that positioning as context demands.
Winded and Other Minor Hurts: Some strikes in a fight are
debilitating because they’re painful, rather than because they cause
injury. Nerve hits, groin shots, and a lot of other “dirty fighting” tricks
fall into this category. You can use an advantage to represent these,
sticking your opponent with Pain-Blindness or Stunned or whatever,
then following up with an attack that exploits the aspect to do more
lasting harm.
Taking Cover: You can use advantages to represent positions of cover
and invoke them for your defense. This can be as general as Found
Some Cover or as specific as Behind the Big Oak Bar.
Altering the Environment: You can use advantages to alter the
environment to your benefit, creating barriers to movement by
scattering Loose Junk everywhere, or setting things On Fire. That last
one is a favorite in Fate.
FREE ACTIONS
Sometimes it just makes sense that your character is doing something else
in conjunction with or as a step toward their action in an exchange. You
quick-draw a weapon before you use it, you shout a warning before you
kick in a door, or you quickly size up a room before you attack. These little
bits of action are colorful description more than anything else, meant to add
atmosphere to the scene.
GMs, don’t fall into the trap of trying to police every little detail of a
player’s description. Remember, if there’s no significant or interesting
opposition, you shouldn’t require a roll—just let the players accomplish
what they say they do. Reloading a gun or fishing for something in your
backpack is part of performing the action. You shouldn’t require any
mechanics to deal with that.
Cynere is trying to get a door open so that she and her friends can
escape into an ancient vault rather than fighting off endless hordes of
temple guardians.
Amanda says, “Well, let’s call it a Fair (+2) Crafts action to get the
door open, and a Fair (+2) Physique roll to push it open enough to
slide through, because it’s one of those heavy vault doors. The other
action is defending yourself.”
On that exchange, Cynere successfully defends against an attack, so
she uses her action to pick the lock. She fails, and decides to succeed at
a cost. Amanda figures the easiest thing is to hit her with a
consequence because she’s in a fight. So she gets the door open, but not
before one of the temple guardians gives her a Gouged Leg.
On the next exchange, she fails to defend against an attack, so she
doesn’t get to roll for the challenge.
On the third exchange, she defends and succeeds with style at the
Physique roll to get the door open. She signals to her friends and takes
a Head Start boost, because it’s about to be a chase…
Ending a Conflict
Under most circumstances, when all of the members of one side have either
conceded the conflict or have been taken out, the conflict is over.
GMs, once you know a conflict has definitively ended, you can pass out all
the fate points earned from concession. Players, take the fate points for
when your aspects were invoked against you, make a note of whatever
consequences you suffered in the fight, and erase any checks in your stress
boxes.
After much struggle and insanity, the warehouse conflict is finally over.
Amanda concedes the conflict on behalf of Og and his remaining thug,
meaning that the PCs stay alive and can proceed to check out the
smuggled goods they were interested in.
Because it was a concession, Og gets away to fight another day.
Because Lenny conceded to Amanda in an earlier example, Og also
gets away with Landon’s sword as a personal trophy.
Because Lenny conceded, he gets fate points. One for conceding, and
another two for the mild and moderate consequences he took in the
conflict. All the invocations used against him were free, so that’s all he
gets. Three fate points.
Ryan gets two fate points, because Amanda let one of the thugs invoke
his Not the Face! twice against him during the conflict.
Lily gets no fate points, because all the invocations against her were
free, from advantages and boosts. Because she won, she doesn’t get
awarded for the consequences she took.
TEAMWORK
Characters can help each other out on actions. There are two versions of
helping in Fate—combining skills, for when you are all putting the same
kind of effort into an action (like using Physique together to push over a
crumbling wall), and stacking advantages, for when the group is setting a
single person up to do well (like causing multiple distractions so one person
can use Stealth to get into a fortress).
When you combine skills, figure out who has the highest skill level among
the participants. Each other participant who has at least an Average (+1) in
the same skill adds a +1 to the highest person’s skill level, and then only the
lead character rolls. So if you have three helpers and you’re the highest, you
roll your skill level with a +3 bonus.
If you fail a roll to combine skills, all of the participants share in the
potential costs—whatever complication affects one character affects all of
them, or everyone has to take consequences. Alternatively, you can impose
a cost that affects all the characters the same.
Continuing with our temple chase example, because it’s group vs.
group, everyone decides it’d be easier to just combine skills.
Of the three PCs, Cynere has the highest Athletics, at Great (+4).
Landon has Good (+3) Athletics and Zird has Average (+1) Athletics,
so they each contribute +1. Cynere rolls the contest on behalf of the
PCs at Fantastic (+6).
Amanda’s temple guardians only have Average (+1) Athletics, but
there are five of them, so they roll Superb (+5) for the purposes of the
contest.
Zird and Cynere want to set Landon up for an extremely big hit on
Tremendor, the much-feared giant of the Northern Wastes.
Both Cynere and Zird roll to create an advantage on their turns,
resulting in three free invocations on a Flashy Distraction they make
from Zird’s magical fireworks (which succeeded to create the
advantage) and Cynere’s glancing hits (which succeeded with style to
add two more free invocations).
They pass those to Landon, and on his turn, he uses them all for a
gigantic +6 to his attack.
8
RUNNING THE GAME
WHAT YOU DO
If you’re the gamemaster, then your job is a little different from everyone
else’s. This chapter is going to give you a bunch of tools to make that job
easier during play.
We already talked a little bit about the GM’s job in The Basics, but let’s
take a more detailed look at your unique responsibilities.
Start and End Scenes
One of your primary responsibilities during the game is to decide
definitively when a scene begins and ends. This might not seem like that big
a deal, but it is, because it means that you’re the person primarily
responsible for the pacing of each session. If you start scenes too early, it
takes a long time to get to the main action. If you don’t end them soon
enough, then they drag on and it takes you a long time to get anything
significant done.
The players will sometimes help you with this, if they’re keen on getting to
the next bit of action, but sometimes they’ll naturally be inclined to spend
too much time bantering in character or focusing on minutiae. When that
happens, it’s your job to step in like a good movie editor and say, “I think
we’ve pretty much milked this scene for all it’s worth. What do we want to
do next?”
We have more advice on starting and ending scenes in the next
chapter, Scenes, Sessions, and Scenarios.
Start Small and Grow: This is the classic zero-to-hero story in which
an unassuming individual with no pretensions to glory is suddenly
swept up in events beyond the scope of his experience. Consider Luke
Skywalker in Star Wars: A New Hope. He starts off a nobody moisture
farmer, racing T-16s and getting up to the odd bit of mischief at Tosche
Station. Then a pair of droids come into his life and inject a little
mystery: Who’s this Obi-Wan Kenobi? Before he knows it, he’s
consorting with smugglers, rescuing a princess, and striking a blow for
the Rebellion. It’s a classic case of starting small-scale and expanding
into a large-scale story.
Peaks and Valleys: Here, you’re alternating the large-scale with the
small, using the latter almost as something of a breather. Typically, the
large-scale storylines will deal with matters of state, the conquering of
planets, the banishing of unthinkable Beings From Beyond, and the
like, while the small-scale storylines will be of a more personal nature,
with few if any connections to the earth-shaking events transpiring in
the characters’ lives. For example, you might spend a session or two
tussling with that Grand Emperor, then change focus to a character
reconnecting with her father or coming to the aid of a friend in need.
The small-scale sessions serve as something of a breather between all
that epic action, and give the players a chance to delve into some
unexplored corners of their characters. Plus, if you want to connect the
small- and large-scale stories down the line, you can—and the payoff
will be all the more satisfying for the players.
This might seem like common sense, but we call it out because the order is
important. In other words, don’t look at the rules as a straitjacket or a hard
limit on an action. Instead, use them as a variety of potential tools to model
whatever you’re trying to do. Your intent, whatever it is, always takes
precedence over the mechanics.
Most of the time, the very definition of an action makes this easy—any
time your intent is to harm someone, you know that’s an attack. Any time
you’re trying to avoid harm, you know that’s a defense.
But sometimes, you’re going to get into situations where it’s not
immediately clear what type of action is the most appropriate. As a GM,
don’t respond to these situations by forbidding the action. Instead, try to nail
down a specific intent, in order to point more clearly to one (or more) of the
basic game actions.
Foreshadow some imminent peril. “The lock opens with a soft click,
but the same can’t be said for the vault door. If they didn’t know you
were here before, they sure do now.”
Introduce a new wrinkle. “Yes, the Guildmaster is able to put you in
touch with a mage who can translate the withered tome—a guy named
Berthold. You know him, actually, but the last time you saw him was
years ago, when he caught you with his wife.”
Present the player with a tough choice. “You brace the collapsing
ceiling long enough for two of the others to get through safely, but not
the rest. Who’s it going to be?”
Place an aspect on the PC or the scene. “Somehow you manage to land
on your feet, but with a Twisted Ankle as a souvenir.”
Give an NPC a boost. “Nikolai surprises you a bit by agreeing to your
offer, but he does so with a wry smile that makes you uneasy.
Clearly, Nikolai Has A Plan.”
Check one of the PC’s stress boxes. Careful with this one—it’s only a
real cost if the PC’s likely to take more hits in the same scene. If you
don’t think that’s going to happen, go with another choice.
A serious cost does more than complicate the PC’s life or promise
something worse to come—it takes a serious and possibly irrevocable toll,
right now.
One way you can do this is by taking a minor cost to the next level. Instead
of suspecting that a guard heard them open the vault, a few guards burst in
the room, weapons drawn. Instead of being merely cut off from their allies
by a collapsing ceiling, one or more of those allies ends up buried in the
debris. Instead of merely having to face an awkward situation with
Berthold, he’s still angry and out for their blood.
Other options could include:
If you’re stuck for just how serious a serious cost should be, you may want
to use the margin of failure as a gauge. For instance, in the vault-opening
example, above—the one where the guards hear the PC and burst in the
room—if the player failed their Burglary roll by 1 or 2, the PCs outnumber
the guards. Not a tough fight, but a fight nonetheless. If they failed it by 3 to
5, it’s an even match, one that’s likely to use up resources like fate points or
consequences. But if they failed by 6 or more, they’re outnumbered and in
real danger.
Let the Player Do the Work
You can also kick the question back to the players, and let them decide what
the context of their own failure is. This is a great move to foster a
collaborative spirit, and some players will be surprisingly eager to hose their
own characters in order to further the story, especially if it means they can
keep control of their own portrayal.
It’s also a great thing to do if you just plain can’t think of anything. “Okay,
so, you failed that Burglary roll by 2. So you’re working the lock, and
something goes wrong. What is it?” “You missed that Alertness roll. What
don’t you notice as you’re sneaking up to the queen’s chambers?” It’s better
if the question is specific, like those examples—just saying, “Okay, tell me
how you fail!” can easily stall things by putting a player on the spot
unnecessarily. You want to let the player do the work, not make them.
Setting Difficulties
When you’re setting passive opposition for an action, keep in mind the
difficulty “break points” that we mentioned in Actions and Outcomes—
anything that’s two or more steps above the PC’s skill is probably going to
cost them fate points, and anything that’s two or more below the PC’s skill
will be a breeze.
Rather than “modeling the world” or going for “realism,” try setting
difficulties according to dramatic necessity—things should generally be
more challenging when the stakes are high and less challenging when they
aren’t.
(Functionally, this is the same as setting a consistent difficulty and
assessing a circumstantial penalty to the roll to reflect rushing the task or
some other unfavorable condition. But psychologically, the difference
between a high difficulty and a lower difficulty with a penalty is vast and
shouldn’t be underestimated. A player facing a higher difficulty will often
feel like they’re being properly challenged, while that same player facing a
large penalty, likely chosen at the GM’s discretion, will often feel
discouraged by it.)
Setting a difficulty low is mainly about showcasing a PC’s awesomeness,
letting them shine in a particular moment and reminding us why this
character is in the spotlight. You can also set lower difficulties during
periods when you know the PCs are low on fate points, giving them the
chance to take compels in order to get more. You should also set lower
difficulties on anything that’s in the way of the PC’s getting to the main
action of a scene—you don’t want them to get stalled at the evil overlord’s
drawbridge if the point of the scene is confronting the evil overlord!
Finally, some actions should take lower difficulties by default, especially if
no one’s contesting or resisting them. Unopposed efforts to create
advantages in a conflict should never be harder than Average (+1) or Fair
(+2), and neither should attempts to put an aspect on an object or location.
Remember that opposition doesn’t have to always take the form of an NPC
getting in the way—if the evil mastermind has hidden the evidence in his
office away from prying eyes, you might consider that a form of opposition,
even though the mastermind might not be physically present.
If the PCs are overflowing in fate points, or it’s a crucial moment in the
story when someone’s life is on the line, or the fate of many is at stake, or
they’re finally going against foes that they’ve been building up to for a
scenario or two, feel free to raise difficulties across the board. You should
also raise difficulties to indicate when a particular opponent is extremely
prepared for the PCs, or to reflect situations that aren’t ideal—if the PC’s
are not prepared, or don’t have the right tools for the job, or are in a time
crunch, etc.
Setting the difficulty right at the PC’s skill level is, as you might imagine,
sort of a middle ground between these two extremes. Do this when you
want some tension without turning things up to 11, or when the odds are
slightly in the PC’s favor but you want a tangible element of risk.
Story Time
Story time is what we call the time as the characters perceive it, from the
perspective of being “in the story”—the amount of time it takes for them to
accomplish any of the stuff you and the players say that they do during play.
Most of the time, you’ll do this as an afterthought, mentioning it in passing
(“Okay, so it takes you an hour to get to the airport by cab”) or mentioning
it as part of a skill roll (“Cool, so after 20 minutes of sweeping the room,
you find the following…”).
Under most circumstances, story time has no actual relation to real
time.For example, a combat exchange might take a few minutes to play out
in real time, but it only covers what happens in the first few seconds of a
conflict. Likewise, you can cover long swaths of time simply by saying that
it happens (“The contact takes two weeks to get back to you—are you doing
anything while you wait, or can we just skip to the meeting?”). When used
this way, it’s really just a convenience, a narrative device in order to add
verisimilitude and some consistency to your story.
Sometimes, though, you can use story time in creative ways to create
tension and surprise during the game. Here’s how.
Deadline Pressure
Nothing creates tension like a good deadline. The heroes only have a certain
number of minutes to disable the death trap, or a certain amount of time to
get across the city before something blows up, or a certain amount of time
to deliver the ransom before loved ones get aced by the bad guys, and so on.
Some of the game’s default actions are made to take advantage of deadline
pressure, such as challenges or contests—they each limit the number of rolls
that a player can make before something happens, for better or for worse.
You don’t have to limit yourself to using just those two, though. If you set
a hard deadline for something bad in one of your scenarios, you can start
keeping track of the amount of time everything takes, and use it as a way to
keep the pressure on. (“Oh, so you want to browse all the town’s historical
archives? Well, you have three days until the ritual—I can give you a Lore
roll, but just the attempt is probably going to eat up one of those days.”)
Remember, nearly everything takes time. Even a basic attempt to create an
advantage using Empathy requires you to sit with the target for a little
while, and if every action the PCs are taking is chipping away at a clock, it
may be time they don’t have.
Of course, it’d be no fun if there was nothing they could do to improve a
deadline situation, and it’d be no fun if the crawl toward the deadline was
predictable.
Using Story Time in Success and Failure
Therefore, when you’re using story time to create deadline pressure, feel
free to incorporate unpredictable jumps in time when the PCs do really well
or really badly on a roll.
Taking extra time is a great way to make failure awesome as per the
guidelines above, especially using the “Success at a Cost” option—give the
players exactly what they want, but at the cost of taking more time than they
were trying to spend, thus risking that their efforts will come too late. Or it
could be the thing that pushes a deadline over the edge—maybe things
aren’t completely hopeless, but now there are extra problems to deal with.
Likewise, reward extreme success by reducing the amount of time it takes
to do something while the PCs are under deadline. That historical research
(Lore) that was going to take a day gets wrapped up in a few hours. While
looking for a good merchant (Contacts) to get your supplies, you manage to
find another one who can fulfill your order that same day rather than in a
week.
If time is a factor, you should also be able to use invocations and compels
to manipulate time, to make things easier or more complicated respectively.
(“Hey, I’m a Garage Bunny, so fixing this car shouldn’t take me that long,
right?” “Oh, you know what? Your sheet says I Can’t Get Enough of the
Fun and Games… doesn’t it make sense that if you’re looking for a guy in
a casino, it’d be easy to get caught up in distractions? All those machines
and stuff…”)
It’s easy to think of most actions that a PC takes being limited to anything
that the character can directly affect, and working on a “person-to-person”
scope. And most of the time, that’s going to be precisely the case—after all,
Fate is a game about individual competence shining in the face of dramatic
adversity.
However, consider for a moment what a PC might do with that competence
and all the time in the world to accomplish a particular action. Imagine a
month-long Rapport roll for a negotiation, where the PC gets to talk with
every delegate in detail, rather than just focusing on a single conference.
Imagine a weeks-long Investigate, charting out every detail of a target’s
personal routine.
By allowing each roll to represent a long period of time, you can “zoom
out” to handle events that reach far beyond the individual player character
making the roll, and affect the setting in a big way. That month-long
Rapport roll might result in charting a new political course for the country
the PC is negotiating for. That Investigate roll might be the start of bringing
in one of the most notorious criminals in the setting, one that’s been
hounding the PCs for a whole campaign.
This is a great way to make long breaks in story time more interactive,
rather than bogging the game down with long narration or trying to
retroactively come up with what happened during that time. If the PCs have
long-term goals they want to accomplish, see if you can find a way to turn
that into a contest, challenge, or conflict that covers the whole break, or just
have them make a single skill roll to see if something unexpected happens.
If they happen to fail the roll, whatever you invent as a consequence will
make good material for the game going forward.
Remember that if you do this with a conflict or a contest, that you scale
each exchange appropriately—if a conflict is taking place over the course of
a year, then each exchange might be a month or two, and everyone should
describe their actions and the results of their actions in that context.
A lot of the criteria you’re going to rely on for these conversations will
come from the work you and the players did with the skill list at game
creation. See Skills and Stunts for advice on figuring out what the limits are
for a skill and what the dividing line between a skill and a stunt is.
If you decide that a certain use of a skill needs a stunt, allow the player in
question the chance to spend a fate point to temporarily “borrow” that stunt
for the current roll if he or she wants. Then, if they want to keep the bonus,
they have to spend a point of refresh to buy it (presuming they have any
available), or wait for a major milestone to pick it up.
Aspects and Details: Discovery vs. Creation
From the player’s point of view, there’s almost no way to know what you’ve
made up beforehand and what you’re inventing in the moment, especially if
you’re the kind of GM who doesn’t display or consult any notes at the table.
Thus, when a player tries to discover something you haven’t made up yet,
you can treat it as if they were making a new aspect or story detail. If they
succeed, they find what they’re looking for. If they fail, you can use what
they were looking for as inspiration to help you come up with the real
information.
If you’re really comfortable with improvising, this means that you can
come to the table with very little prepared beforehand, and let the players’
reactions and questions build everything for you. You may need to ask some
prompting questions first, to narrow down the scope of what information the
player’s looking for, but after that, the sky’s the limit.
Zird the Arcane is scouting an ancient ritual site, looking for a good
place to work on banishing the curse that’s been placed on the nearby
village of Belwitch, the mayor of which is paying him good money for
the effort.
Ryan says, “I’m going to spend some time in a local library,
researching some history about the site. I’d like to use Lore to create an
advantage.”
Amanda thinks for a moment. She didn’t really have anything special
planned for the site, because all her energy was focused on detailing
the nature of the curse and what would be required to get rid of it,
because it’s being maintained by a force more powerful than the PCs
currently realize.
“What kind of info are you looking for?” Amanda asks. “Just book
report-type details, or...?”
Ryan says, “Well, what I really want to know is if anyone’s used the
site for dark or nefarious magic... if this village has a local boogeyman
or spook story centered around that site.”
Amanda says, “Oh, cool. Yeah, roll your Lore, opposition is Fair
(+2).” Unexpectedly, Ryan rolls a –4 and ends up with a Mediocre
(+0), meaning that he failed. Ryan decides not to spend any fate points
on the roll.
Wanting to turn the failure into something awesome, she says, “Well,
you don’t get an aspect for it, but what you find out is actually the
opposite of what you’re looking for—the site has an impeccable
reputation as a place of blessed power, and the records you find all talk
about healing and harvest rituals that brought great plenty and good
fortune to the area.”
Ryan says, “If the site is so powerful, how did the village become
cursed?”
Amanda shrugs. “Guess you’ll have to investigate further if you want
to find out.”
In her notes, she jots something briefly about the fact that the site is
now magically defiled and that the town’s priest is keeping that a
secret, changing Ryan’s suggestion a little bit and adding some
material for him if he decides to ask around.
Things get more complicated when you want to filter specific targets,
rather than just affect a whole zone or scene. When that happens, divide
your resulting total up against every target, who all get to defend as per
normal. Anyone who fails to defend either takes stress or gains an aspect,
depending on what you were trying to do. (Note: If you create an advantage
to put an aspect on multiple targets, you do get a free invocation for each
one.)
Zird the Arcane is unleashing fiery death upon his foes in a magical
fashion, as is his wont. He has three such foes, charging at him across a
battlefield. Zird figures it’s probably Landon’s fault he’s found himself
in this circumstance.
Zird’s magic uses his Lore skill, and he does extremely well, getting an
Epic (+7) result.
He knows he wants to get one of them pretty good, so he opts to divide
his spread up as Superb (+5), Average (+1), and Average (+1). That
adds up to +7, which was his roll, so he’s all good. Now Amanda has to
defend for all three of them.
The first defender rolls a Mediocre (+0) and takes 5 stress. This is a
nameless NPC (see below), so Amanda decides he’s out of the fight, and
describes him screaming and batting at flames.
The second defender gets a Fair (+2), beating the attack roll. He
charges forward undaunted.
The third defender gets a Mediocre (+0) as well, taking a single point
of stress. Amanda checks his lone stress box and describes him
sacrificing his shield to deflect the blast.
Environmental Hazards
Not every participant in a conflict is another PC or NPC. Plenty of things
without self-awareness can potentially threaten PCs or keep them from their
goals, whether it’s a natural disaster, a cunning mechanical trap, or high-
tech automated security.
So, what do you do when the PCs go up against something that isn’t a
character?
Simple: treat it as a character. (This is the Bronze Rule of Fate: You can
treat everything like a character. We’re going to get into a lot of different
ways to work with that in the Extras chapter, but let’s stay on topic for
now.)
Is the hazard something that can harm a PC? Give it a skill and let it
make attacks just like an opponent.
Is it more of a distraction or harassment than a direct threat? Let it
create aspects.
Does it have sensors it can use to discover a PC’s aspects? Give it a
skill for that.
And in return, let the PCs use their skills against the threat just like they
would an opponent. An automated security system might be vulnerable to
“attacks” from a PC’s Burglary skill, or they might escape a trap by winning
an Athletics contest. If it makes sense for the hazard in question to take a
good deal of effort to surpass, give it a stress track and let it take a mild
consequence or two. In other words, cleave to whatever makes narrative
sense—if a fire is too big for a PC to put out, the scene should focus on
avoidance or escape, and work like a challenge.
In order for the compel mechanic to be effective, you have to take care that
you’re proposing complications of sufficient dramatic weight. Stay away
from superficial consequences that don’t really affect the character except to
provide color for the scene. If you can’t think of an immediate, tangible way
that the complication changes what’s going on in the game, you probably
need to turn up the heat. If someone doesn’t go “oh crap” or give a similar
visceral reaction, you probably need to turn up the heat. It’s not good
enough for someone to be angry at the PC—they get angry and they’re
willing to do something about it in front of everyone. It’s not good enough
for a business partner to cut them off—he cuts them off and tells the rest of
his associates to blacklist them.
Also, keep in mind that some players may tend to offer weak compels
when they’re fishing for fate points, because they don’t really want to hose
their character that badly. Feel free to push for something harder if their
initial proposal doesn’t actually make the situation that much more
dramatic.
Encouraging the Players to Compel
With five aspects per PC, it’s prohibitively difficult for you to take the sole
responsibility for compels at the table, because that’s a lot of stuff to
remember and keep track of. You need the players to be invested in looking
for moments to compel their own characters.
Open-ended prompting can go a long way to create this habit in your
players. If you see an opportunity for a potential compel, instead of
proposing it directly, ask a leading question instead. “So, you’re at the royal
ball and you have The Manners of a Goat. Lenny, do you think this is
going to go smoothly for your character?” Let the player do the work of
coming up with the complication and then pass the fate point along.
Also remind the players that they can compel your NPCs, if they happen to
know one of that NPC’s aspects. Do the same open-ended prompting when
you’re about to have an NPC make a decision, and ask the players to fill in
the blanks. “So, you know that Duke Orsin is Woefully
Overconfident....You think he’s going to get out of the jousting tournament
unscathed? How might that go wrong? You willing to pay a fate point to say
it does?”
Your main goal should be to enlist the players as partners in bringing the
drama, rather than being the sole provider.
When a mob takes a hit, shifts in excess of what’s needed to take out one
NPC are applied to the next NPCs in the mob, one at a time. In this way, it’s
entirely possible for a PC to take out a mob of four or five nameless NPCs
(or more!) in a single exchange.
When a mob takes enough stress to reduce it to a single NPC, try to have
that orphaned NPC join up with another mob in the scene, if it makes sense.
(If it doesn’t, just have them flee. Nameless NPCs are good at that.)
Nameless NPCs don’t have to remain nameless. If the players decide to get
to know that barkeep or town crier or security chief or whatever, go ahead
and make a real person out of them—but that doesn’t mean that you need to
make them any more mechanically complex. If you want to, of course, go
ahead and promote them to a supporting NPC. But otherwise, simply giving
that courtier a name and a motivation doesn’t mean he can’t go down in one
punch.
Supporting NPCs
Supporting NPCs have proper names and are a little more detailed than
nameless NPCs, playing a supporting role in your scenarios (hence the
name). They often display some kind of strong distinguishing trait that sets
them apart from the crowd, because of their relationship to a PC or NPC, a
particular competence or unique ability, or simply the fact that they tend to
appear in the game a great deal. Many action-adventure stories feature a
“lieutenant” character who is the right-hand man of the lead villain; that’s a
supporting NPC in game terms. The faces that you assign to the
locations you make during game creation are supporting NPCs, as are any
characters who are named in one of the PCs’ aspects.
Supporting NPCs are a great source of interpersonal drama, because
they’re usually the people that the PCs have a relationship with, such as
friends, sidekicks, family, contacts, and noteworthy opponents. While they
may never be central to resolving the main dilemma of a scenario, they’re a
significant part of the journey, either because they provide aid, present a
problem, or figure into a subplot.
Supporting NPCs are made much like nameless NPCs, except they get to
have a few more of the standard character elements. These include a high
concept, a trouble, one or more additional aspects, one stunt, and the
standard two stress tracks with two boxes each. They should have a handful
of skills (say four or five). If they have a skill that entitles them to bonus
stress boxes, award those as well. They have one mild consequence and, if
you want them to be especially tough, one moderate consequence.
Skills for a supporting NPC should follow a column distribution. Because
you’re only going to define four or five skills, just treat it as one column. If
your NPC has a skill at Great, fill in one skill at each positive step below it
—so one Good, one Fair, and one Average skill.
Skill Levels: A supporting NPC’s top skill can exceed your best PC’s
by one or two levels, but only if their role in the game is to provide
serious opposition—supporting NPCs who are allied with the PCs
should be their rough peers in skill level. (Another action-adventure
trope is to make the “lieutenant” character better than the main villain
at combat, contrasting brawn to the villain’s brain.)
Concessions: Supporting NPCs should not fight to the bitter end,
given the option. Instead, have them concede conflicts often, especially
early in a story, and especially if the concession is something like
“They get away.” Conceding like this serves a few purposes. For one, it
foreshadows a future, more significant encounter with the NPC.
Because conceding comes with a reward of one or more fate points, it
also makes them more of a threat the next time they show up. What’s
more, it’s virtually guaranteed to pay off for the players in a satisfying
way the next time the NPC makes an appearance. “So, Landon, we
meet again! But this time it shall not go so easily for you.”
Of course, if you want, you can also upgrade one of your current supporting NPCs to a main using
this method. This is great for when a supporting NPC has suddenly or gradually become—usually
because of the players—a major fixture in the story, despite your original plans for them.
You could also do things more on the fly if you need to, creating a partial
sheet of the aspects you know for sure, those skills you definitely need them
to have, and any stunts you want. Then fill in the rest as you go. This is
almost like making a supporting NPC, except you can add to the sheet
during play.
Main NPCs will fight to the bitter end if need be, making the PCs work for
every step.
Regarding skill levels, your main NPCs will come in one of two flavors—
exact peers of the PCs who grow with them as the campaign progresses, or
superiors to the PCs who remain static while the PCs grow to sufficient
strength to oppose them. If it’s the former, just give them the exact same
skill distribution the PCs currently have. If it’s the latter, give them enough
skills to go at least two higher than whatever the current skill cap is for the
game.
So, if the PCs are currently capped at Great (+4), your main NPC badass
should be able to afford a couple of Fantastic (+6) columns or a pyramid
that peaks at Fantastic.
Likewise, a particularly significant NPC might have more than five aspects
to highlight their importance to the story.
DEFINING SCENARIOS
As mentioned in Running the Game, a scenario is a unit of game time
usually lasting from one to four sessions, and made up of a number of
discrete scenes. The end of a scenario should trigger a significant milestone,
allowing your PCs to get better at what they do.
In a scenario, the PCs are going to face and try to resolve some kind of
big, urgent, open-ended problem (or problems). The GM will typically open
a scenario by presenting this problem to the players, with subsequent scenes
revolving around what the PCs do to deal with it, whether that’s researching
information, gathering resources, or striking directly at the problem’s
source.
Along the way, you’ll also have some NPCs who are opposed to the PCs’
goals interfere with their attempts to solve the problem. These could be
your Raymond Chandler-esque “two guys with guns” bursting through the
door to kill them, or simply someone with different interests who wants to
negotiate with the PCs in order to get them to deal with the problem in a
different way.
The best scenarios don’t have one particular “right” ending. Maybe the
PCs don’t resolve the problem, or resolve it in such a way that it has bad
repercussions. Maybe they succeed with flying colors. Maybe they
circumvent the problem, or change the situation in order to minimize the
impact of the problem. You won’t know until you play.
Once the problem is resolved (or it can no longer be resolved), the
scenario is over. The following session, you’ll start a new scenario, which
can either relate directly to the previous scenario or present a whole new
problem.
Find Problems
Ask Story Questions
Establish the Opposition
Set the First Scene
FIND PROBLEMS
Creating a scenario begins with finding a problem for the PCs to deal with.
A good problem is relevant to the PCs, cannot be resolved without their
involvement, and cannot be ignored without dire consequences.
That may seem like a tall order. Fortunately, you have a great storytelling
tool to help you figure out appropriate problems for your game: aspects.
Your PCs’ aspects have a lot of story built into them—they’re an
indication of what’s important about (and to) each character, they indicate
what things in the game world the PCs are connected to, and they describe
the unique facets of each character’s identity.
You also have the aspects that are attached to your game—all your current
and impending issues, location aspects, and any aspects you’ve put on any
of your campaign’s faces. Riffing off of those helps to reinforce the sense of
a consistent, dynamic world, and keep your game’s central premise in the
forefront of play.
Because of all these aspects, you already have a ton of story potential
sitting right in front of you—now, you just have to unlock it.
You can look at an aspect-related problem as a very large-scale kind
of event compel. The setup is a little more work, but the structure is similar
—having an aspect suggests or implies something problematic for the PC or
multiple PCs, but unlike a compel, it’s something they can’t easily resolve
or deal with in the moment.
You have ____ aspect, which implies ____ (and this may be a list of
things, by the way). Because of that, ____ would probably be a big
problem for you.
The second blank is what makes this a little harder than an event compel—
you have to think about all the different potential implications of an aspect.
Here are some questions to help with that.
Who might have a problem with the character because of this aspect?
Does the aspect point to a potential threat to that character?
Does the aspect describe a connection or relationship that could cause
trouble for the character?
Does the aspect speak to a backstory element that could come back to
haunt the character?
Does the aspect describe something or someone important to the
character that you can threaten?
As long as whatever you put in the third blank fits the criteria at the
beginning of this section, you’re good to go.
Cynere has Infamous Girl With Sword, which implies that her
reputation precedes her across the countryside. Because of that, a
copycat committing crimes in her name and getting the inhabitants of
the next city she visits angry and murderous would probably be a big
problem for her.
Landon has an aspect of I Owe Old Finn Everything, which implies
that he’d feel obligated to help Finn out with any personal problems.
Because of that, having to bail Finn’s son out of a gambling debt he
owes to some very nasty people would probably be a big problem for
him.
Zird has Rivals in the Collegia Arcana, which implies that some or
many of them are scheming against him constantly. Because of that, a
series of concentrated assassination attempts from someone or several
people who know how to get past all his magical defenses would
probably be a big problem for him.
Problems and Game Aspects
Problems you get from a game’s current and impending issues will be a
little wider in scope than character-driven problems, affecting all your PCs
and possibly a significant number of NPCs as well. They’re less personal,
but that doesn’t mean they have to be less compelling (pardon the pun).
Ask yourself:
PUT A FACE ON IT
While not all of your scenario problems have to be directly caused by an
NPC who serves as a “master villain” for the PCs to take down, it’s often
easier if they are. At the very least, you should be able to point directly to
an NPC who benefits a great deal from the scenario problem not going the
way the PCs want it to go.
Because The Scar Triad is an issue, it implies that the Triad is making
a serious power play across the land. Therefore, a complete
government takeover by Triad members in the city they’re sent to on
their next job would probably create a big problem for the PCs.
Because The Doom that Is to Come is an issue, it implies that agents
of the Cult of Tranquility are constantly trying to fulfill parts of the
ancient prophecies that foretell the doom. Therefore, a series of ritual
murders in the next town meant to awaken an ancient demon that
sleeps under the town would probably create a big problem for the
PCs.
Because the Cult of Tranquility’s Two Conflicting Prophecies is an
issue, it implies that there’s an internal Cult struggle to validate one
prophecy as being definitive. Therefore, an all-out war between rival
factions in the next town that brings innocents into the crossfire would
probably create a big problem for the PCs.
Because ____ has ____ aspect and ____ has ____ aspect, it implies
that ____. Therefore, ____ would probably be a big problem for them.
Ask yourself:
Because you have ____ aspect and ____ is an issue, it implies that
____. Therefore, ____ would probably be a big problem for you.
Ask yourself:
Does the issue suggest a threat to any of the PC’s relationships?
Is the next step to dealing with the issue something that impacts a
particular character personally because of their aspects?
Does someone connected to the issue have a particular reason to target
the PC because of an aspect?
Notice that each of these questions has the potential to significantly shape
the scenario’s plot. Right off the bat, if Zird decides not to go quietly, you
have a very different situation than if he chooses to submit to custody. If
Zird’s investigations get him arrested, then the trial might end up being a
moot point. If Cynere decides to help Zird rather than pursuing the Jewel,
then they’re going to have another source of trouble in the form of Cynere’s
employer.
Also notice that a few of the story questions have something else that
modifies the basic “Can X accomplish Y?” format. The reason why you
want to do this is the same reason you want to avoid rolling dice sometimes
—black and white success/failure isn’t always interesting, especially on the
failure side.
Look at one of the questions for Cynere: “Will Cynere discover the
identity of her chief competitor for the Jewel before the competitor
discovers hers?” Without the emphasized part, it’d be kind of boring—if
she fails to discover her opponent’s identity, then we’ve pretty much
dropped that plot thread, and part of the game stalls out. No good.
The way we’ve phrased it, though, we have somewhere to go if she
doesn’t do well in this part of the scenario—she may not know who her
rival is, but her rival knows her now. Whatever happens with the Jewel, that
rival can come back to haunt her in a future scenario. Or, we take it as a
given that we’re going to reveal the rival’s identity to Cynere eventually,
but we can still have a tense set of conflicts or contests leading up to that
reveal as they suss out each other’s abilities.
There’s also some room to extend material from this scenario into the
future. Maybe the identity of Cynere’s opponent doesn’t get answered this
session at all—that’s okay, because it’s a detail Amanda can always bring
back in a later session.
If you end up with a really large number of story questions (like eight or more), keep in mind that
you don’t necessarily have to answer them all in one scenario—you can bring up the questions you
don’t answer, either as foreshadowing or to set up stuff you’re going to do in the following scenario.
In fact, that’s exactly how you make strong arcs—you have a pile of related story questions, and
you take two or three scenarios to answer them all.
What does that NPC need? How can the PCs help her get that, or how
are the PCs in the way?
Why can’t the NPC get what she needs through legitimate means? (In
other words, why is this need contributing to a problem?)
Why can’t she be ignored?
Wherever you can, try and consolidate NPCs so that you don’t have too
many characters to keep track of. If one of your opposition NPCs is serving
only one purpose in your scenario, consider getting rid of him and folding
his role together with another NPC. This not only reduces your workload,
but it also allows you to develop each NPC’s personality a bit more, making
him more multi-dimensional as you reconcile his whole set of motives.
For each NPC that you have, decide whether you need to make them a
supporting or main. Stat them up according to the guidelines given
in Running the Game.
That’s six NPCs, four supporting, one main, and one that isn’t going
to be in the scenario—she really doesn’t want to drop any details on
who’s hiring Cynere yet. She also doesn’t really want to keep track of
five NPCs, so she starts looking for opportunities to consolidate.
One pairing that immediately strikes her is making Cynere’s
competitor and the neutral barrister into the same person, whom she
names Anna. Anna might not be involved in this conspiracy, but clearly,
there’s a more complicated motive at work. What’s going on with her?
Amanda ultimately decides that Anna’s motives are beneficent; she’s
secreting the Jewel away to keep it out of the hands of more corrupt
elements in the Collegia’s infrastructure. She doesn’t know anything
about Cynere and will mistake her for an agent of those corrupt
elements until they clear the air.
Then she decides that the chief arbiter and the architect of the
conspiracy are the same—he didn’t trust anyone else to stick the final
nail in Zird’s coffin, so he made sure he’d be appointed arbiter over the
trial. Amanda likes this because his political power makes him a
formidable opponent to investigate and gives him a powerful lackey in
the form of the corrupt barrister. But why does he have it in for Zird in
the first place?
She further decides that his motives aren’t personal, but he’s getting
ready to do some stuff that will rock the foundations of the Collegia,
and he knows that as a misfit in that organization, Zird is one of the
most likely candidates to resist him. So it’s basically a preemptive
strike.
As for the corrupt barrister, the first thing that comes to mind is a
pathetic, sniveling toady who is totally in the arbiter’s pocket. But she
wants to add a measure of depth to him, so she also decides that the
arbiter has blackmail material on him, which helps to ensure his
loyalty. She doesn’t know what that info is yet, but she’s hoping that
nosy PCs will help her figure it out through a story detail later.
She names the arbiter Lanthus, and the corrupt barrister Pight. Now
she has her NPCs, and she goes about making their sheets.
Enforcers from the Collegia show up at Zird’s door and serve him
papers, demanding he come with them.
Cynere receives the contract and job details from a mysterious
employer, and must decide whether or not to sign.
She decides to go with the latter scene, because she figures that if
Cynere rebuffs the contract and then finds out that Zird’s going to the
Collegia anyway, it might create a fun scene where she tries to get the
mysterious employer to reconsider. And even if she sticks to her guns,
it’ll establish whether or not they’ll have to deal with any drama on the
way there, as the mysterious employer’s lackeys harass them on the
way.
That doesn’t mean she’s going to just toss the scene with Zird aside—
she’s just going to save it for a follow-up to the first scene.
Let’s look at our example scenes above. The prompts don’t specify
where the PCs are when they get confronted with their first choices. So,
Amanda might start the session by asking Ryan, “Where exactly isZird
when the brute squad from the Collegia comes looking for him?”
Now, even if Ryan just replies with “in his sanctuary,” you’ve solicited
his participation and helped him set the scene. But Ryan is awesome,
so what he says instead is, “Oh, probably at the public baths, soaking
after a long day of research.”
“Perfect!” says Amanda, and holds out a fate point. “So, it’d make
sense that your Rivals in the Collegia Arcana would have divined
precisely the right time to catch you away from all your magical
implements and gear, right?”
Ryan grins and takes the fate point. “Yeah, that sounds about right.”
Of course, you can also just have your opening scenario hooks count as
“pre-loaded” compels, and hand out some fate points at the start of a
session to start the PCs off with a spot of trouble they have to deal with
immediately. This helps low-refresh players out and can kickstart the
spending of fate points right off the bat. Make sure your group is okay with
giving you carte blanche authority to narrate them into a situation, though—
some players find the loss of control problematic.
Amanda wants to start the players off with a number of fate points off
the bat, so at the beginning of the session, she says to the players:
“Zird, it’s bad enough when your Rivals in the Collegia Arcana give
you trouble, but when they pretend to be peasants in the local watering
hole, get you drunk, and start a bar fight so they can haul you
somewhere secluded, it’s even worse. You wake up with a five-alarm
hangover and a black eye—someone punched you in the face!” (2 fate
points, for Rivals and Not the Face!)
“Landon, I know Smashing is Always an Option, but how are you
going to explain what happened when you tried to fix the wagon while
everyone else was away?” (1 fate point for Smashing.)
“Cynere, whoever decided to make you this contract offer knows you
pretty well. They’ve included several large gems along with the
contract. Problem is, you also know what noble house they were stolen
from, and there’s no doubt you’ll be a wanted woman if you don’t sign
—and you’re infamous enough that you know no one’s going to believe
how you came by them.” (2 fate points for Infamous Girl with
Sword and Tempted by Shiny Things.)
DEFINING SCENES
A scene is a unit of game time lasting anywhere from a few minutes to a
half hour or more, during which the players try to achieve a goal or
otherwise accomplish something significant in a scenario. Taken together,
the collection of scenes you play through make up a whole session of play,
and by extension, also make up your scenarios, arcs, and campaigns.
So you can look at it as the foundational unit of game time, and you
probably already have a good idea of what one looks like. It’s not all that
different from a scene in a movie, a television show, or a novel—the main
characters are doing stuff in continuous time, usually all in the same space.
Once the action shifts to a new goal, moves to a new place related to that
goal, or jumps in time, you’re in the next scene.
As a GM, one of your most important jobs is to manage the starting and
ending of scenes. The best way to control the pacing of what happens in
your session is to keep a tight rein on when scenes start and end—let things
continue as long as the players are all invested and enjoying themselves, but
as soon as the momentum starts to flag, move on to the next thing. In that
sense, you can look at it as being similar to what a good film editor does—
you “cut” a scene and start a new one to make sure the story continues to
flow smoothly.
Starting Scenes
When you’re starting a scene, establish the following two things as clearly
as you can:
If you have a clear purpose going into every scene and you start just before
some significant piece of action, it’s hard to go wrong.
Ending Scenes
You can end scenes the way you start them, but in reverse: as soon as
you’ve wrapped up whatever your scene’s purpose was, move on, and shoot
for ending the scene immediately after the interesting action concludes.
This is an effective approach mainly because it helps you sustain interest
for the next scene. Again, you see this all the time in good movies—a scene
will usually end with a certain piece of action resolved, but also with a
lingering bit of business that’s left unresolved, and that’s where they cut to
next.
A lot of your scenes are going to end up the same way. The PCs might win
a conflict or achieve a goal, but there’s likely something else they’re going
to want to do after—talk about the outcome, figure out what they’re going
to do next, etc.
Instead of lingering at that scene, though, suggest that they move on to a
new one, which helps answer one of the unresolved questions from the
current scene. Try to get them to state what they want to do next, and then
go back to the two questions for starting scenes above—what’s the purpose
of the next scene, and what’s the next bit of interesting action to come?
Then dive right into that.
The one time you should exhibit restraint is if it’s clear that the players are
really, really enjoying their interactions. Sometimes people just want to
yammer and jaw in character, and that’s okay as long as they’re really into
it. If you see interest starting to flag, though, take that opportunity to insert
yourself and ask about the next scene.
Using the Pillars (Competence, Proactivity, Drama)
Whenever you’re trying to come up with ideas for what should happen in a
scene, you should think about the basic ideas of Fate that we talked about
in The Basics—competence, proactivity, and drama.
In other words, ask yourself if your scene is doing at least one of the
following things:
Giving your PCs the chance to show off what they’re good at, whether
by going up against people who don’t hold a candle to them or by
holding their own against worthy opponents.
Giving your PCs the chance to do something you can describe with a
simple action verb. “Trying to find out information” is too muddy, for
example. “Breaking into the mayor’s office” is actionable and specific.
Not that it has to be physical—“convince the snitch to talk” is also a
clear action.
Creating some kind of difficult choice or complication for the PCs.
Your best tool to do this with is a compel, but if the situation is
problematic enough, you might not need one.
Cynere’s first impulse is to find out what Anna’s talking about—but
Amanda knows Landon’s impulses are... a little more violent.
“Enough talk!” Lenny shouts.
“But... we just started talking,” Lily says.
“Even still! Why talk when Smashing Is Always an Option?” Lenny
holds out his hand, and Amanda hands him a fate point for the compel.
The scene opens on the big trial. Zird stands before a panel of wizards
in the Great Hall of the Collegia Arcana. While they pepper him with
questions, every now and then a wizard in the gallery throws out a
follow-up, an insult, or a word of discouragement. The whole thing’s
like a lively session of the British Parliament. Cynere and Landon
stand in the gallery, following the proceedings as best they can.
Amanda turns to Lily. “You going to let them get away with treating
your friend that?”
“You’re right! I can’t take it anymore!” Lily says. “I’ve Got Zird’s
Back!”
Cynere stands up and shouts at the Arbiter, “Hey, you want to put
someone on trial for crimes against creation? How about we start with
your mom, ugly!”
Amanda tosses Lily a fate point. “Nice.”
THE SCENARIO IN PLAY
So, now you should be ready to begin: you have a problem that can’t be
ignored, a variety of story questions that will lead to resolving that problem
one way or another, a core group of NPCs and their motivations, and a
really dynamic first scene that will get things cooking.
Everything should be smooth sailing from here, right? You present the
questions, the players gradually answer them, and your story rolls into a
nice, neat conclusion.
Yeah... trust us, it’ll never happen that way.
The most important thing to remember when you actually get the scenario
off the ground is this: whatever happens will always be different from what
you expect. The PCs will hate an NPC you intended them to befriend, have
wild successes that give away a bad guy’s secrets very early, suffer
unexpected setbacks that change the course of their actions, or any one of
another hundred different things that just don’t end up the way you think
they should.
Notice that we don’t recommend predetermining what scenes and
locations are going to be involved in your scenario—that’s because we find
that most of the time, you’re going to throw out most of that material
anyway, in the face of a dynamic group of players and their choices.
Not all is lost, however—the stuff you have prepared should help you
tremendously when players do something unexpected. Your story questions
are vague enough that there are going to be multiple ways to answer each
one, and you can very quickly axe one that isn’t going to be relevant and
replace it with something else on the fly without having to toss the rest of
your work.
Amanda had expected that the scene with Landon, Cynere, and Anna
would result in a briefly violent reaction, thanks to Landon, followed by
the PCs explaining that they’re not with the Cult of Tranquility and
everyone realizing that they’re all on the same side.
Right? No.
The first swing of Landon’s sword fells Anna where she stands, killing
what would’ve been their first contact with the Sun and Moon Society,
an important secret organization opposing the cult. Plus, Anna’s
companions are now convinced that he and Cynere are indeed cultists.
So...slight detour. Amanda sees a few ways to go from here:
The warriors throw caution to the wind, cry “Revenge!” and fight to
the death.
One of the warriors assumes Anna’s role in the scene and continues the
conversation.
The warriors flee (making a concession) and report the killing to their
superiors in the secret society, leaving Anna’s body behind.
She decides to go with the third option. These two may be good guys,
but they’re not heroes, and neither one of them is up for taking on
Landon after that opener. And the odds of them wanting to have a little
chat with Anna’s corpse at their feet are, at best, slim.
Plus, Amanda figures Lily and Lenny will want to search the body,
which would present a good opportunity to feed them information
about the Sun and Moon Society. It’s also a way to bring Zird in on the
action—maybe he knows something about the Sun and Moon Society
already, and can make contact with them.
Also, knowing your NPCs’ motivations and goals allows you to adjust
their behavior more easily than if you’d just placed them in a static scene
waiting for the PCs to show up. When the players throw you a curveball,
make the NPCs as dynamic and reactive as they are, by having them take
sudden, surprising action in pursuit of their goals.
DEFINING CAMPAIGNS
When you have multiple arcs that are connected and told in a sequence, and
that have an overarching story or theme that runs through all of them, you
have a campaign. Campaigns are long, taking months or even years to
complete (if you ever do).
Of course, that doesn’t need to be as scary as it might sound. Yes, a
campaign is long and large and complex. You don’t, however, need to come
up with the whole thing at once. As with an arc, you may have an idea where
it begins and ends (and that can be helpful), but you really only need to plan
an arc at a time.
See, the players are so prone to shaking things up and changing things on
you that planning more than one arc at a time is often frustrating and futile.
Planning the second arc of a campaign based on the events of the first arc,
how it turned out, and what your players did, though...well, that can make
for very satisfying play.
BUILDING AN ARC
The easiest way to build an arc is not to build one, we suggested that if you
have a lot of story questions in one of your scenarios, you can reserve some
of them for the next scenario. Then, in your next scenario, add some new
questions to go with the unanswered ones. Lather, rinse, repeat, and you’ll
have material for three or four scenarios without doing that much additional
work. In addition, that lets you incorporate changes to the characters’ aspects
organically, rather than making a plan and having it disrupted.
That said, we know some GMs want to have a greater sense of structure for
the long run. We recommend using the same method for building scenarios
in the previous chapter to build arcs, but changing the scope of the story
questions you come up with. Instead of focusing on immediate problems for
the PCs to solve, come up with a more general problem, where the PCs are
going to have to solve smaller problems first in order to have a chance at
resolving the larger one.
The best places to look for arc-sized problems are the current or impending
issues of places or organizations that you came up with during game
creation. If you haven’t made any up yet for a particular place or group, now
might be a good time to do that, so you have material for the arc.
Amanda decides she wants to do one major arc for each PC.
For Zird, his Rivals in the Collegia Arcana makes it pretty easy—she
decides that perhaps there’s something more sinister behind these
rivalries, such as an attempt by a dark cult operating from within to take
over the Collegia and turn it to nefarious purposes.
She needs to focus on story questions that are more general and will
take some time to resolve. After thinking about it for a while, she
chooses:
Can Zird uncover the identity of the cult’s leader before the takeover
occurs? (This lets her do individual scenarios about the attempted
takeover.)
Will Zird’s rivals ally with the cult? (This lets her do individual
scenarios about each of Zird’s key rivals.)
Can Zird reconcile, at long last, with his rivals?
Will the cult succeed and transform the Collegia forever? (Answering
this question ends the arc.)
BUILDING A CAMPAIGN
Again, the easiest way to do this is not to bother—just let your scenarios and
arcs emergently create a story for the campaign. Human beings are pattern-
making machines, and it’s very likely that you’ll naturally pick up on what
the long-term plot devices of your campaign need to be by keying into
unanswered questions from the arcs and scenarios.
However, if you want to do a little bit of focused planning, the advice is the
same as for arcs, except you’re generalizing even more. Pick one story
question to answer, which the PCs will spend their scenarios and arcs
building to. Then, jot down some notes on what steps will lead to answering
that question, so you have material for arcs and scenarios.
The very best aspects to look at for a campaign-level problem are your
setting’s current or impending issues, because of their scope.
Amanda knows that her campaign will hinge on resolving The Doom
that Is to Come. So the story question following from that is pretty
obvious. “Can the PCs avert, prevent, or mitigate the prophesied
doom?”
She knows that to do that, they’re first going to need to figure out
which of the Cult of Tranquility’s factions is right about the prophecy (if
either). They’ll also need to make sure that none of their personal
enemies or The Scar Triad can interfere with whatever they need to do
in order to stop the doom. That gives her a good idea of what arcs are
going to make up the campaign.
DEFINING MILESTONES
A milestone is a moment during the game where you have the chance to
change or advance your character. We call them milestones because they
usually happen at significant “break points” in the action of a game—the end
of a session, the end of a scenario, and the end of a story arc, respectively.
Usually, those break points immediately follow some significant event in
the story that justifies your character changing in response to events. You
might reveal a significant plot detail or have a cliffhanger at the end of a
session. You might defeat a major villain or resolve a plotline at the end of a
scenario. You might resolve a major storyline that shakes up the campaign
world at the end of an arc.
Obviously, things won’t always line up that nicely, so GMs, you have some
discretion in deciding when a certain level of milestone occurs. If it seems
satisfying to give out a milestone in the middle of a session, go ahead, but
stick to the guidelines here to keep from handing out too many advancement
opportunities too often.
Milestones come in three levels of importance: minor, significant, and
major.
Minor Milestones
Minor milestones usually occur at the end of a session of play, or when one
piece of a story has been resolved. These kinds of milestones are more about
changing your character rather than making him or her more powerful, about
adjusting in response to whatever’s going on in the story if you need to.
Sometimes it won’t really make sense to take advantage of a minor
milestone, but you always have the opportunity if you should need to.
During a minor milestone, you can choose to do one (and only one) of the
following:
Switch the rank values of any two skills, or replace one Average (+1)
skill with one that isn’t on your sheet.
Change any single stunt for another stunt.
Purchase a new stunt, provided you have the refresh to do so.
(Remember, you can’t go below 1 refresh.)
Rename one character aspect that isn’t your high concept.
In addition, you can also rename any moderate consequences you have, so
that you can start them on the road to recovery, presuming you have not
already done so.
This is a good way to make slight character adjustments, if it seems like
something on your character isn’t quite right—you don’t end up using that
stunt as often as you thought, or you resolved the Blood Feud with
Edmund that you had and thus it’s no longer appropriate, or any of those
changes that keep your character consistent with the events of play.
In fact, you should almost always be able to justify the change you’re
making in terms of the game’s story. You shouldn’t be able to change Hot
Temper to Staunch Pacifist, for example, unless something happened in the
story to inspire a serious change of heart—you met a holy man, or had a
traumatic experience that made you want to give up the sword, or whatever.
GMs, you’re the final arbiter on this, but don’t be so much of a stickler that
you sacrifice a player’s fun for consistency.
Cynere gets a minor milestone. Lily looks over her character sheet, to
see if there’s anything she wants to change. One thing that sticks out to
her is that during the last session, Zird has been scheming behind her
back a lot and putting her in a bad position.
She looks over at Ryan and says, “You know what? I have this
aspect, I’ve Got Zird’s Back. I think I need to change that in light of
current circumstances, and call it, I Know Zird is Up to Something.”
Ryan says, “Seriously? I mean, it’s not like he does it all the time.”
Lily grins. “Well, when he stops, I can change it back.”
Amanda approves the change, and Lily rewrites one of Cynere’s
aspects.
Meanwhile, Landon also gets a minor milestone. Lenny looks over his
sheet, and notices that he spends a lot more time lying to people than he
does trying to make friends with them. He asks Amanda if he can swap
the ranks of his Deceive and his Rapport skill, giving him Good (+3)
Deceive and Fair (+2) Rapport. She agrees, and he notes the new skill
totals on his character sheet.
Significant Milestones
Significant milestones usually occur at the end of a scenario or the
conclusion of a big plot event (or, when in doubt, at the end of every two or
three sessions). Unlike minor milestones, which are primarily about change,
significant milestones are about learning new things—dealing with problems
and challenges has made your character generally more capable at what they
do.
In addition to the benefit of a minor milestone, you also gain both of the
following:
One additional skill point, which you can spend to buy a new skill at
Average (+1) or increase an existing skill by one rank.
If you have any severe consequences, you can rename them to begin the
recovery process, if you haven’t already.
When you spend your skill point, it’s worth one step on the ladder. You can
use it to buy a new skill at Average (+1), or you can use it to increase an
existing skill by one step on the ladder—say, from Good (+3) to Great (+4).
Skill Columns
During character creation, you organized your skills into a pyramid. You
don’t have to stick to that for character advancement.
However, there’s still a limitation you have to deal with, skill
columns. This means you can’t have more skills at a certain rank than
you have at the rank below it. So if you have three Good columns, you
have at least three Average (+1) skills and at least three Fair (+2) skills to
support your three Good (+3) skills.
The pyramid follows this rule already, but when you’re adding skills, you
need to make sure you don’t violate that limit. It’s easy to forget that if you
use a skill point to upgrade one of your own skills, you might suddenly not
have enough skills to “support” it at the new rank.
So, let’s say you have one Good (+3), two Fair (+2), and three Average (+1)
skills. Your skill distribution looks roughly like this:
At a milestone, you want to upgrade a Fair (+2) skill to Good (+3). That’d
give you two Good (+3), one Fair (+2), and three Average (+1):
You see how that doesn’t work? You’re now missing the second Fair skill
you’d need to be square with the rules.
When this happens, you have one of two options. You can buy a new skill
at the lowest possible rank—in this case, Average (+1)—and then upgrade it
in subsequent milestones until you’re in a position to bump the skill you
want to the appropriate level. Or you can “bank” the skill point, not spend it
now, and wait until you’ve accumulated enough to buy a skill at whatever
rank you need to support the move.
So in the case above, you could buy an Average (+1) skill, promote one of
your Average skills to a Fair (+2), then bump the original skill up to
Good (+3). That would take three significant or major milestones to do. Or,
you could wait, bank up three skill points, buy a new skill at Fair (+2), then
bump the original skill up to Good (+3). It just depends on whether you want
to put new stuff on your sheet or not in the interim.
GMs, strictly enforcing how the skills work can be a pain in the ass sometimes. If you and the players
really want to be able to upgrade a certain skill in a way that breaks the rules now, simply ask that the
player spend the next few milestones “correcting” their skill spread, rather than making them wait. It’s
okay. We won’t come after you.
You might notice that this means that the further you get up the ladder, the
harder it is to quickly advance your skills. This is intentional—no one is
going to be able to get to the point where they’re awesome at everything, all
the time. That’s boring.
Major Milestones
A major milestone should only occur when something happens in the
campaign that shakes it up a lot—the end of a story arc (or around three
scenarios), the death of a main NPC villain, or any other large-scale change
that reverberates around your game world.
These milestones are about gaining more power. The challenges of
yesterday simply aren’t sufficient to threaten these characters anymore, and
the threats of tomorrow will need to be more adept, organized, and
determined to stand against them in the future.
Achieving a major milestone confers the benefits of a significant milestone
and a minor milestone, and all of the following additional options:
Cynere reaches the end of a long story arc and is awarded a major
milestone. In the game, the PCs have just accomplished the overthrow
of Barathar, Smuggler Queen of the Sindral Reach, which leaves an
enormous power vacuum in the game world.
Lily looks at her character sheet. She took an extreme consequence in
the past arc of scenarios, and allowed one of her aspects to get replaced
with the aspect Soul-Burned by the Demon Arc’yeth. She now has the
opportunity to rename that aspect again, and she decides to call it I
Must Kill Arc’yeth’s Kind—she hasn’t quite escaped the scars of the
experience, but it’s better than where she was, given that her aims are
now proactive.
She also gets an additional point of refresh. She asks Amanda whether
or not she can turn her experience with Arc’yeth into something that
will allow her to fight demons in the future. Amanda sees no reason to
object, and Lily decides to buy a stunt on the spot.
“Demon-Slayer: +2 to the use of the Warmaster stunt, when she
chooses to use it against any demon or any demonic servitor.”
Lily records the new stunt on Cynere’s character sheet, and rewrites
the appropriate aspect.
Zird the Arcane also gets a major milestone. Ryan looks over his
character sheet, and realizes that he’s in a position to advance his peak
skill, Lore, to Superb (+5). He does so, and Amanda makes a note that
she needs to make any wizardly enemies Zird might encounter that much
more powerful, just to get his attention.
Finally, Landon also reaches a major milestone. Recently in the plot,
Landon discovered that the Ivory Shroud was much more than a martial
arts society—they’ve been secret political movers and shakers for a long
time, and recently supported Barathar in her efforts to control the
Reach.
In response to this, Lenny decides to alter his high concept slightly
to Former Ivory Shroud Disciple, indicating his desire to distance
himself from the order. Amanda tells him that the Shroud isn’t going to
take his defection well.
So we have Cynere with a new appetite for killing demons, Zird
reaching a heretofore unseen level of power, and Landon questioning his
loyalty to his only real source of discipline. Amanda makes a lot of notes
about what this means for the next few scenarios.
BACK TO CHARACTER CREATION
One way of looking at a major milestone is that it’s the equivalent of a
season finale in a television show. Once you start the next session, a lot of
things have the potential to be fundamentally different about your game—
you might be focused on new problems, several characters will have aspects
changed, there will be new threats in the setting, and so on.
When that happens, you might decide that it’s a worthwhile endeavor to
take a session to sit down like you did at character creation and review all
the PCs again, altering or adjusting anything that seems like it might need
revision—new skill configurations, a new set of stunts, more changes to
aspects, etc. You may also want to examine the issues in your game and
make sure they’re still appropriate, revise location aspects, or anything else
that seems necessary to move your game forward.
So long as you keep them at the same level of refresh and skill points they
had, reconvening like this might be exactly what you need to make sure
everyone’s still on the same page about the game. And GMs, remember—the
more you give the players a chance to actively invest in the game world, the
more it’ll pay off for you when you’re running the game.
WORLD ADVANCEMENT
The characters are not the only ones who change in response to events in the
game. Player characters leave their mark on locations (and their faces) with
their passing. Things that were crises and major issues at the start of a game
get addressed, resolved, or changed. Things that weren’t major problems
before suddenly blossom with new severity and life. Old adversaries fall to
the wayside and new ones rise.
GMs, when the players are changing their characters through milestones,
you should also be looking at whether or not the aspects you originally
placed on the game during game creation need to change in response to what
they’ve done, or simply because of lack of use.
Here are some guidelines regarding each milestone.
For Minor Milestones
Do you need to add a new location to the game, based on what the PCs
have done? If so, come up with some NPCs to help give more
personality to the location and add an issue to the place.
Have the PCs resolved an issue in a location? Get rid of the aspect, or
maybe change it to represent how the issue was resolved (In the
Shadow of the Necromancer becomes Memories of Tyranny, for
example).
The group reaches a minor milestone because they rescued the Lord of
Varendep’s son from some of the Smuggler Queen Barathar’s minions. It
was a small victory that could pay some pretty nice dividends because
they now have an ally in Lord Bornhold of Varendep.
Amanda thinks about what might change as a result of the group’s
victory. She doesn’t need to add a new location, but she thinks that
Barathar might have a grudge against Varendep for getting out from
under her thumb now that their Lord’s son has been rescued. She
decides to change Varendep’s issue of Secret Fealty to the Smuggler
Queen to At War with Barathar to represent the shifting power
dynamic, as well as Lord Bornhold’s willingness to stand up to her now.
Barathar wasn’t the only game in town. The Skull-King lurks in the
north, and Lord Wynthrep is stirring up war in the east. Amanda likes
the idea of the PCs facing down a powerful necromancer in the near
future, so she decides to keep the issue Darkness Creeps from the
North in place.
The other issue, Saber-Rattling in the East is also interesting, but she
thinks that all this confrontation with the Smuggler Queen probably
gave Lord Wynthrep the opportunity he needed to escalate things. She
changes Saber-Rattling in the East to The East at War!. That should
give the PCs an interesting decision to make.
Also, keep in mind that if the PCs remove an impending issue, another one
must arise to take its place. Don’t worry about this immediately—you need
to give your players a sense of enacting permanent change in the game
world. But after a while, if you notice that you’re low on impending issues,
it’s probably a good time to introduce a new one, whether on the game world
as a whole or on a specific location.
Dealing with NPCs
Remember, GMs, when you add a new location to the game world, you want
to add at least one new NPC to go with it. Sometimes, that might mean
moving a person from a location you’re not going to use anymore.
Likewise, when there’s a significant change in an issue for a location or the
game world, you need to evaluate if the current NPCs are sufficient to
express that change. If not, you might need to add one, or alter an NPC you
have in a significant way—add more aspects or revise existing aspects to
keep that character relevant to the issue at hand.
Most of the time, it should be pretty obvious when you need a new face for
a location—when the old one dies or is somehow permanently removed
from the game, or is boring now, it’s probably time to change things up.
When the heroes rescued Lord Bornhold’s son, Carris, from the
Smuggler Queen, Lord Bornhold became indebted to them. To reflect
this, Amanda changed a few of his aspects to make him more friendly to
the PCs and less subservient to Barathar.
When Barathar was defeated, Amanda figured she needed someone to
step in and take over the underworld. Carris and Barathar had become
lovers during Carris’s captivity, and he’s not happy about her death.
He’s so unhappy, in fact, that he decides to take her place and become
the Smuggler King of the Sindral Reach. Because he’s vowed to
retake the underworld in Barathar’s name (and because Amanda didn’t
have any stats prepared for Carris), Amanda writes up new NPC stats
for Carris and turns him into a brand new villain for the PCs to
confront. This one could get a bit sticky!
Recurring NPCs
There are essentially two ways to reuse NPCs. You can either use them
to show how the PCs have grown since they started, or use them to
show how the world is responding to their growth.
With the former, you don’t change the NPC, because that’s the point—the
next time the PCs meet them, they’ve outclassed them, or they have new
worries, or they’ve somehow grown past that NPC, who remains static.
Maybe you even change the category they’re in—where they were once a
main NPC, now they’re a supporting NPC because of how the PCs have
grown.
With the latter, you allow the NPC to advance like the PCs have—you add
new skills, change their aspects around, give them a stunt or two, and
otherwise do whatever is necessary to keep them relevant to the PCs’
endeavors. This kind of NPC might be able to hang around as a nemesis for
several story arcs, or at least provide some sense of continuity as the PCs
become more powerful and influential.
Barathar advanced right along with the PCs. She was a main villain
and Amanda wanted to keep her relevant and challenging right up until
they defeated her, so every time the PCs got a milestone, she applied the
same effects to Barathar. She also made minor tweaks here and there
(changing aspects, swapping skills) to react to what the PCs did in the
world throughout their adventures.
Sir Hanley, the knight who tried to prevent them from entering
Varendep when they first got there, was pretty challenging when they
first confronted him. He was a major NPC, and the fight was meant to
be the culmination of an entire session. They got past him, convincing
him to let them in, so he became less relevant after that. He was
resentful and got in their way a few times, but he didn’t advance as they
did so the PCs quickly outclassed him. The last time they had a run-in
with Sir Hanley, they spanked him pretty hard and sent him running off
to lick his wounds.
11
EXTRAS
DEFINING EXTRAS
An extra in Fate is a pretty broad term. We use it to describe anything that’s
technically part of a character or controlled by a character, but gets special
treatment in the rules. If your Fate game were a movie, this is where the
special effects budget would go.
Some examples of extras include:
The tools in here will let you tailor extras to fit your game or provide
material to steal right off the page. It’s okay. We don’t mind.
We consider extras to be an extension of the character sheet, so whoever
controls the character to whom the extra belongs also controls that extra.
Most of the time, that’ll be the players, but NPCs may also have extras
controlled by the GM.
Extras require a permission or cost to own.
CREATING AN EXTRA
Making an extra starts with a conversation. This should happen during
game creation or character creation.
Your group needs to decide on the following:
Once you’ve figured all that out, look to the examples in this book to help
you nail down the specifics and create a writeup similar to what we have
here. Then you’re done!
Setting Elements
Chances are that you already have some ideas for extras in mind after your
work in game creation; pretty much every fantasy game has some kind of
magic system in it while a game about superheroes needs powers. If the
action revolves around some important location—like the characters’
starship, a home base, or a favorite tavern—consider defining that as an
extra.
By nature, extras tend to steal a lot of focus when they’re introduced—
gamers have an inveterate attraction to whiz-bang cool options, so you
should expect them to get a lot of attention by default. When you’re talking
out options for extras, make sure you’re prepared for the elements you
choose to become a major focus in your game.
What Extras Do
In broad terms, sketch out what you want the extras to be able to do,
compared to what your skills, stunts, and aspects can already do by default.
Also, think about what the extra looks like “on camera.” What do people
see when you use it? What’s the look and feel of it?
In particular, consider these points:
This is an important step because it may reveal that the proposed extra
doesn’t actually contribute as much as you thought, which allows you to
either add more stuff or remove it from consideration.
For Zird’s magic, the group decides that they want to keep things pretty
low-key and abstract—it’s just another method of solving problems, like
Landon’s martial arts or Cynere’s swordthiefery (which Lily insists is a
technical term)—a highly trained wizard is to be feared as much as a
highly trained swordsman, but no more.
They agree that it influences the story for several reasons. They
imagine vistas full of unknowable magical effects and plot devices for
Zird to stick his nose in, as well as the Collegia’s territorial desire over
the lore.
They decide that Zird’s magic will let someone interact with the
supernatural in a way that other people simply can’t do, and can affect
and harm people, but again, they stress that it shouldn’t be more
powerful than other skills. Basic effects would just use the normal four
actions, and rituals will use challenges, contests, or conflicts as
appropriate.
Specifically, they rule out the presence of world-altering “high”
magic, creating things out of thin air, firebombing whole cities, and so
forth. If those things exist, it’s a thread for a scenario, and the product
of several people making huge sacrifices.
The group doesn’t see magic influencing other skills much, which
helps it keep its compartmentalized nature.
Using Zird’s magic is all about the weird. Ryan imagines making up
odd lists of requirements and ingredients that don’t really follow a
consistent pattern—some things he can do quickly, others he can’t, and
it’s all about dramatic interest in the moment to determine which is
when. The group is comfortable with this looseness, so they assent.
Amanda establishes that Zird should have an aspect reflecting that he’s
been trained in the Collegia’s magic, as a permission. Zird already
does, so that’s a non-issue.
As for cost, because his magic is going to be primarily skill-based,
she’s just going to make him take the magic-using skill and put it in his
skill pyramid. Further, in order to save effort, she decides that the skill
in question is going to be just plain old Lore, and suggests that anyone
with the appropriate training and a high Lore skill could call on magic,
rather than it being an issue of genetics or birthright. Ryan likes this,
because it’s simple and down to earth, and agrees.
The Writeup
Once you’ve got all the elements together, you can make a writeup for your
extra. Congrats!
Of course many extras use more than one element. We recommend that
you allow the players in your game to develop the separate pieces of such
an extra at different milestones, in order to minimize confusion during play.
Amanda talks to the group about adding Weapon and Armor ratings.
They agree, so now she’ll set up examples of weapons and their
corresponding ratings. It’s a fantasy world, and fairly gritty, so she
thinks about the “Weapon:4” guideline above and decides that any
large, two-handed weapon (like a polearm or claymore-like sword)
would spell doom for a nameless NPC group, even on a clumsy hit.
Extrapolating from there, she ends up with the following:
Weapon:1 corresponds to items like brass knuckles and small saps, or
most improvised weapons. Armor:1 is padded clothes.
Weapon:2 corresponds to short blades or clubs, such as a dagger or a
truncheon. Armor:2 is padding and mail.
Weapon:3 covers most swords, maces, and anything you use one-
handed. Armor:3 is mail and plate.
Weapon:4 is reserved for large, two-handed melee weapons. Armor:4
is full-plate.
ZERO-SUM IS BORING
Before you go crazy making weapons and armor charts for your campaign,
you should stop and think about whether their inclusion is really going to
make that much of a difference in your conflict scenes.
The reason we say this is because the first thing your players will want to
do is eliminate the effectiveness of whatever their opponents have by
armoring up. And unless you want your NPCs to get slaughtered, eventually
you’re going to have to do the same. If everyone tends to be the equal of
everyone else in terms of weapons and armor, you have a zero-sum game,
and you might as well just go back to making everyone roll their default
skills.
One way to handle this is to create a deliberate disparity between Weapon
and Armor ratings, allowing one to go higher than the other. History is on
your side here—most armor couldn’t completely protect against the
weapons they went up against. Chain mail might keep a blade slash away,
but it’s not going to do much about the blunt force trauma of a mace hit.
Likewise, a set of plate might deflect a mace away, but a spear or a thrust
sword that can slip between the plates ruins its day.
Another one is to make really good armor unusually scarce, the province
of the extremely privileged, rich, or otherwise elite. So while it might be
really easy to find a Weapon:3 sword, only the Royal Guard of Carmelion
has the master blacksmiths necessary to make armor that’s its equal. Players
might spend a lot of time trying to buy, cheat, conquer, or steal their way
into such a set of armor, but at least you’ve squeezed some drama out of the
attempt.
Just keep in mind that if you’re going to set armor and weapons up to be
complete equals, you run the risk of wasted effort when their presence
doesn’t actually matter.
Superpowers
Most game settings that have superpowers have the following in common:
the purpose of a superpower is to make the stuff you do (your skills) more
awesome, and the fact that everyone has superpowers is accepted as a
conceit of the game.
That makes a build that’s appropriate for multiple settings really easy to
do. No permissions, because everyone can have them (or maybe one “origin
story” aspect). Take whatever power you want and make it into a stunt. If
you need to go over the usual limits of a stunt to fully encompass the power,
add one more point of refresh for every two shifts (or one added action, or
one rule breakage) of effect you add. If you want multiple “levels” of a
power, make the number of refresh you can spend on it variable.
Then give every PC a number of additional refresh to buy powers with.
Here are a bunch of powers! (This also works if you want a setting with
magic where everyone knows a small selection of rigid spells, or very
simple cybernetic enhancements.)
These are all taken from a game called Chrome City, home of Simon the
Cyber-Ape. It’s basically four-color supers with a cyberpunk veneer thrown
on it, and he comes from a society of intelligent, cybernetically enhanced
apes who practice kung-fu.
Extra: Super-Strength
Costs: 2–6 points of refresh
Your Fight attacks are Weapon:2, and nearly all “raw strength” applications
of Physique are at +2. Every additional 2 points of refresh you spend adds a
+2 to all bonuses.
Extra: Super-Speed
Costs: 3 points of refresh
You always go first in a conflict exchange. If someone else in the conflict
has Super-Speed, compare skills as normal.
You take a +2 on all defense rolls with Athletics, or in contests relying
purely on speed.
Except for absolute barriers like solid walls, you ignore all situation
aspects that impede movement, and can place yourself in any zone you
want at the start of every conflict exchange, because you had enough time
to get there.
Extra: Super-Resilience
Costs: 1–3 refresh
You have Armor:2 vs. any defense roll against physical damage. Each
additional point of refresh adds 2 to that total.
Special Gear
As with powers, gear usually enhances what your character does, so a stunt-
based approach seems the most reasonable at first blush. (Spirit of the
Century vets will remember the Personal Gadget stunt.)
However, gear can also have a lot of story value. An enchanted sword may
have its own legend and personality, or a cursed heirloom might reflect the
family that’s been forced to keep it for centuries. Use aspects to describe
these, and remember that the aspects should provide opportunities for
invocations and compels. If you want, you can give the invocations
themselves some special flavor, giving them a one-time, stunt-like bonus.
An aspect on gear might also suggest the best situation in which to use it
or delineate what makes it different from others of its kind (like a sniper
rifle being ideally suited For Long-Range Work or a particular model
that Never, Ever Jams).
We recommend against going overboard with this and giving every single
item your PC owns an aspect or stunt. This is a game about your character,
not about his or her stuff. For the most part, you should assume that if your
character has a particular skill, that includes the appropriate stuff to use that
skill effectively. Reserve extras for items that have unique or personal
value, something that you’re not going to be changing constantly through
the course of the campaign.
Extra: Interface
Permissions: Possession of an interface package (assumed if you take the
skill)
Costs: Skill ranks
The Interface skill allows you interact with computers and teched-up
objects in a way that most people can’t. You can get inside the machine’s
head, talk to it like most people would chat to a friend, and fight it like
you’re in a bar brawl. Of course, that means the machine can also do that
stuff to you.
Extra: Media
Permissions: Choosing “The Media” archetype at character creation
Costs: Skill ranks and refresh, for associated stunts
Others can spread gossip and rumors, but you have your finger on the pulse
of broadcast media. At your word, the events of the day become news,
whether it’s on television, radio, or the Internet.
Overcome: Use Media to disseminate information to the public, with
whatever spin you want to put on it. More obscure or local incidents will be
harder to spread, and it’ll be harder to make your own spin prevalent if the
story’s already been picked up by other outlets. Success means that
generally, the public believes what you want them to believe about the
incident, though named NPCs may have more complex opinions.
Wealth
In some games, it’s important to track how much wealth your character has
—feudal lords in competition for power, CEOs using their money to strike
at their foes, or even gamblers in Gangsterland. Fate is pretty handwavey
with numbers in general, and we generally recommend against keeping
precise track of how many gold pieces are in your character’s pocket.
When you want a character resource to be finite like wealth is, a good
option is to use a custom stress track to represent the exhaustion of that
resource. You’re creating a new context for conflict when you do this,
allowing the new stress track to be attacked and harmed like mental and
physical stress.
You can also use something like this to model honor or reputation in a
setting where that matters, like feudal Japan.
As an interesting advancement option, you might consider allowing permanent downgrades of the
Resources skill as a tradeoff for upgrading certain extras, if that extra is something money can buy.
This is for a game where every PC is the ruler of a separate nation state on
a fantasy world, and the action deals a lot with international politics. The
PCs get to build a separate character sheet for their nation state.
Magic
When you’re making a magic system, the preliminary discussion is
extremely important, because you need to establish some firm expectations
for what is and isn’t possible, and how far-reaching the effects can be. No
two fantasy worlds in popular media have similar properties for their magic,
and often, defining the arcane also defines a vital facet of how the world
operates. Therefore, these examples are pretty detailed, using the full range
of character elements.
Lucas the Magic Cop is a PC in the Fate game Ancestral Affairs, inspired
by Hong Kong gunplay movies, where the characters are a special
supernatural crimes task force operating in the fictional city of San Jian,
California. In the setting, you have to channel magical power from
ancestral, semi-divine spirits. Powers are specific and portfolio-based, so a
spirit of water will confer different benefits than a spirit of luck. Also,
people have karmic stress tracks, reflecting the resilience of their soul.
To use ancestral powers, you must take a new skill called Commune.
Commune
This is the skill for becoming one with and manipulating the energy of
ancestral spirits.
You may prevent any mundane calamity of fate once per scene—avert
that car accident, stop someone just short of going over the cliff, or put
someone just out of the reach of that explosion. There is no roll for
this; it just happens. You can’t use this to retcon an action, only change
its outcome.
You can raise a Great (+4) shield of energy to protect you and anyone
you name. This can stack with any other active opposition you or your
chosen target can bring forth. As soon as someone bypasses the
opposition, your shield goes away and you must re-establish it. (Yes,
you can stack your free invokes for this and make titanic shields.
Presumably, there are other spirits whose powers can rip your shield
down.)
The magical skills are Create, Destroy, Learn, and Change. Each order
prioritizes them from Great to Average. Use the lower of the order’s skill
rank or your Lore skill rank when you’re performing magical actions.
You get one free stunt from among those possessed by your order, and you
can get more by spending refresh. You can invoke or be compelled by the
order’s aspects as though they were your own.
You call on your magical skills when something makes the use of your
mundane skills impossible. For example, if you can no longer interrogate a
suspect because the torture has killed him, you’d make an overcome roll
with Learn to discover what you need to know through magic. If someone
is suffering a deep, dark depression that no normal care can address, create
an advantage with Change to alter their mood.
CHEAT SHEET
The Ladder
Game Time
Skill Roll
Roll four Fate dice and add to skill rating. Compare to opposition. For each
step on the ladder greater than your opposition, you earn a shift.
Opposition Types
Active: another character rolls against you
Passive: a static rating on the ladder
Four Outcomes
Four Actions
Recovery
Mild: overcome Fair (+2), one whole scene
Moderate: overcome Great (+4), one whole session
Severe: overcome Fantastic (+6), one whole scenario
Aspect Types
Invoking Aspects
Spend a fate point or free invoke. Choose one:
Refresh
At the start of a new session, you reset your fate points to your refresh rate.
If you ended the last session with more points, you keep the extra. At the
end of a scenario, you reset to your refresh rate no matter what.
Spending Fate Points
Spend fate points to:
Invoke an aspect
Power a stunt
Refuse a compel
Declare a story detail
Challenges
Contests
Conflicts
Set the scene, describing the environment the conflict takes place in,
creating situation aspects and zones, and establishing who’s
participating and what side they’re on.
Determine the turn order.
Start the first exchange:
On your turn, take an action and then resolve it.
On other people’s turns, defend or respond to their actions as
necessary.
At the end of everyone’s turn, start again with a new exchange.
Conflict is over when everyone on one side has conceded or been
taken out.
Accept a compel
Have your aspects invoked against you
Concede a conflict
VETERANS’ GUIDE
This is a new version of Fate, which we developed to update and streamline
the system. Here’s a guide to the major changes to the system from previous
versions like Spirit of the Century and The Dresden Files Roleplaying
Game.
Aspects
In other Fate games, free invocations were called “tagging.” We
thought this was one bit of jargon too many. You can still call it that if
you want—whatever helps you and your table understand the rule.
You might have seen player-driven compels referred to as “invoking
for effect.” We thought it was clearer to just call it a compel, no matter
who initiates it.
Free invocations now stack with a regular one or stack together with
other free invocations on the same aspect. Further, an aspect can hold
more than one free invoke at a time.
Invoking an aspect attached to another character gives them a fate
point at the end of the scene.
Compels are subdivided into two specific types: decisions and events.
This isn’t a change in how compels work, so much as a clarification,
but it’s worth noting.
Scene aspects have been renamed to situation aspects, to clear up some
confusion over how flexibly they can be applied.
Scenario Creation
The advice is way better.
Extras
These exist. Whereas each previous Fate game had a specific way of
dealing with powers and gadgets and stuff, now there are a variety of
options for you to choose from (as befits the toolkit nature of the
system).
CHARACTER CREATION
WORKSHEET
GAME CREATION
WORKSHEET
LANDON’S CHARACTER
SHEET
CYNERE’S CHARACTER
SHEET
ZIRD THE ARCANE’S
CHARACTER SHEET
CHARACTER SHEET
An Evil Hat Productions Publication
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Fate Core System
Copyright © 2013 Evil Hat Productions, LLC.
All rights reserved.
The text of Fate Core System will be available under the Open Gaming
License and a Creative Commons Attribution license. For more details
about the terms and requirements of these licenses, please visit
www.evilhat.com or www.faterpg.com.
First published in 2013 by Evil Hat Productions, LLC.
10125 Colesville Rd #318, Silver Spring, MD 20901.
Evil Hat Productions and the Evil Hat and Fate logos are
trademarks owned by Evil Hat Productions, LLC. All rights reserved.
Hardcover ISBN: 978-1-61317-029-8
Kindle ISBN: 978-1-61317-058-8
ePub ISBN: 978-1-61317-057-1
Printed in the USA.
No part of this publication may be reproduced, stored in a retrieval system,
or transmitted in any form or by any means, electronic, mechanical,
photocopying, recording, or otherwise, without the prior express permission
of the publisher.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means the person
standing at your counter can make copies of this thing, they can. This is
“express permission.” Carry on.
This is a game where people make up stories about wonderful, terrible,
impossible, glorious things. All the characters and events portrayed in this
work are fictional. Any resemblance to real people, fantasy adventurers,
wizards of the arcane, supernatural cops in a China-colonized Hong
Kong/America that never was, cybernetic super-intelligent apes, or squirrel
mechanics is purely coincidental, but kinda hilarious.
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