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Cheat Sheet
Taking Action
Always start with what you want to do, and
then try to explain it in rules. Going the
other way is boring and lame. Generally, if
its not dramatic or interesting, you dont
need to roll.
Roll the dice and add your skill ranks. You
can either roll four fate dice (4dF) or
1d6-1d6. Every point over your target
number is called a shift.
When you fail, you can choose to either fail
or succeed with a major consequence. When
you tie with the target number, you succeed
at a minor cost. When you exceed the target
number, you succeed at no cost. When you
succeed by 3 or more (3 shifts), you get a
boost. A boost is an aspect with one free
invoke that disappears after you use it.
To work as a team, choose one character to
make the main roll, and add +1 for each
character with one or more ranks in the skill
who is helping. Alternatively, each other
character could roll to create an aspect to
help and give +2.
Aspects
When you want to do better at something,
choose an aspect on your sheet, on the scene,
or on the game as a whole that seems
relevant. Describe your action according to
that aspect. Spend a Fate Point to gain a +2
on your roll or reroll the dice (not both).
This is called invoking.
Aspects are also the fuel for gaining more
Fate Points. Whenever an aspect hurts you,
you gain one Fate Point. This is called a
compel.
You can make a new aspect by using a skill.
If you succeed, you create (or discover) an
Magic
Magic can be used for any of the major
actions in the game: attack, defend, create an
advantage, overcome, even recovery. Most
of the time, everyone at the table will agree
on roughly how powerful the effect you
want is and will agree on a target number.
When we dont agree, refer to this table.
Abjurations protect something within an
arcanums domain. Alterations change the
essence of a target. Commands involve
pressing an existing being or phenomenon
to do your will. Creations summon things
that are not present, either by creating them
or calling to them from afar. Destructions
Complexity
Duration
cat
Connection
(*with stunt only)
touch (same zone)
simple
scene
1 target
human
moderate
session
alteration
room full
car
personal item*
complex
story
abjuration
building full
house
town full
airplane
intimate
knowledge*
second-hand
knowledge*
whole
world
building
Practice
Targets
Size
+0
divination
Self
+1
command
+2
+3
+4 destruction
+5
creation
permanent
Paradox Rolls
1 witness
10
(Name)
Family Name
Given Name(s)
Occupation
Date of Birth
Height
Weight
cm
Day
Male
kg
Month
Year
Female
(30mm x 40mm)
Skills
Contacts
Athletics
Academics
Deceive
Burglary
Crafts
Empathy
Drive
Computers
Provoke
Fight
Mysticism
Rapport
Shoot
Perception
Resources
Stealth
Will
Refresh
Aspects
Essence
Conflict
Arcana
Stunts
Death
Body (Athletics)
Mind (Will)
Soul (Mysticism)
Mild
Moderate
Severe
Consequences
Prime
Matter
Earth
Life
Fate
Void
Mind
Time
Wind
Fire
Water
Spirit
Forces
Space
Game Creation
Game Aspects
As a group, come up with two
phrases, called Aspects, that
describe the kind of game you
want to play. Think of major
issues or challenges that youd like
your character to come up against.
Your GM has some ideas for
challenges,
opponents,
and
scenarios, but you,, the players, will
decide the overall tone of the
game. Youll decide what sort of
group you are, how you know
each other, and the general
context in which you deal
with the supernatural
ural
forces of modern Tokyo.
To get the discussion
going, here are a few
example settings. Feel
free to add your own
ideas, mix and match and
mash together to make
the game thats best for
everyone at the table.
Your Character
Start with the Essence, or High
Concept for your character. This
should be a short phrase that
describes the core idea of your
character. If you were making
Luke Skywalker, for instance, you
might have something like Last of
the Jedi.. Then, come up with a
Conflict, or Trouble. This
his could
be an internal or external struggle.
Luke Skywalker might have
something like On the Run from
the Empire. Good aspects are a
double-edged
edged sword: they make
you good at some things and
complicate your life in other ways.
4
The Mystical
World
Onmyodo: the Way of
Yin and Yang
Onmyd, literally the Way
of Shadow and Light) is a set of
mystical practices dating back at
least fifteen hundred years. Its
practices are dividing among five
elementsEarth, Water, Fire,
Wind, and Voidas well as
between Yin (shadow) and Yang
(light). Its practitioners once held
Japan in the palms of their hands,
controlling the comings and
goings of nobles, the waging of
war, and the succession of
Emperors. Yet modern Japanese
as a whole do not believe in magic.
Modern Japanese are mistaken.
(
devotees
of
the
Chinese
philosophy (w xng, the
Five Movements), as well as
students of Buddhism and
Confucianism. They were diviners,
scholars and advisers to the
wealthy and powerful, and much
feared for their unique skills. Over
time, onmyoji developed a
complex set of arcane practices
based on the five elements, as well
as Yin and Yang, darkness and
light. They blended in knowledge
from Taoism and Shinto, and their
influence grew.
In the 7th and 8th centuries, their
art was governed by an official
government bureau, the
(onmyry, Bureau of Yin and
Yang). They had an official place
in the Imperial bureaucracy and
enjoyed high status. Nobles all
across Japan sought the wisdom of
the onmyji, and many would
refuse even to leave their palace
grounds without consulting the
divinations
first.
Onmyji
sometimes refer to this as the
Golden Age of Onmyd.
Divinations).
He performed
many famous
miracles
during
his
time, and his
acts
have
passed
into
legend. He is
considered the greatest onmyji
who ever lived.
Abe no Seimeis influence lived on
in a new form of Shinto,
Sh
as well as
in a lineage of powerful magi. His
descendent, Abe Arinaga, was
elevated to head of the Bureau of
Yin and Yang in the 16th century,
during the Muromachi period.
Thereafter, their lineage was
known as the Tsuchimikado
family. In 1683 Emperor
Empero Reigen
decreed that the Tsuchimikado
family would have hereditary
control over the Bureau and over
all onmyd throughout Japan.
They presided over the accession
of
each
new
Emperor,
transmitting his wishes to heaven.
In 1870, the Meiji government
took upon
pon itself authority over
Spirits
(kami, spirit) are spirits that
exist in all things. Some might say
that kami are reflections of this
world, and are strengthened by
whatever
phenomenon
they
embody. In every candle there
exists a small flame kami, and it
grows stronger as the candle burns
hotter and brighter. Others would
say that our world reflects the
Spirit Realm of the kami, and their
constant struggle for dominance
8
Ghosts
Ghosts are the spirits of the dead,
existing on the border of this
world and the next. That border is
called the Twilight, or
(chuuin, middle shadow). Although
A
it is not visible to most human
beings,
some
natural
creaturesdogs, catscan
can sense
the smell of an unearthly presence.
Most Japanese are cremated
shortly after their death, usually
within a week, and family
members place their bones in an
urn as part of the initial funeral
rites.
tes. However, there is a second
rite to be performed forty-nine
forty
days after death. During the
interim, the soul of the deceased
tends to remain with its remains,
and ascends to heaven after the
second rite is performed.
In some cases, however, the ghost
clings to this world,, and becomes
an (onry,, vengeful ghost).
ghost)
If the proper rites have not been
performed, or if the ghost has
some unfinished business or
emotional attachment to this
world, they may remain in the
10
11
Rules
Skills
The Ladder
#
+8
Rank
Legendary
+7
+6
Epic
Fantastic
+5
+4
Superb
Great
+3
+2
Good
Fair
+1
0
Average
Mediocre
-1
-2
Poor
Terrible
expert can
reliably
achieve this
under
favorable
circumstances.
Nearly
anyone
could do it
with just a
little help.
Most people could
do it most of
the time.
13
Attack
Use the attack action to harm
someone in a conflict or take them
out of a scene.
When you fail at an attack,
you dont 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
dont 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 thats
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.
Defend
Use the defend action to avoid an
attack or prevent someone from
creating an advantage against you.
When you fail at a defense,
defense
you suffer the consequences
uences of
whatever you were trying to
prevent. You might take a hit
or have an advantage created
on you.
When you tie a defense,
defense you
grant your opponent a boost.
When you succeed at a
defense,, you successfully avoid
the attack or the attempt to
gain an advantage on you.
When you succeed with style
at a defense,, it works like a
normal success, but you also
gain a boost as you turn the
tables momentarily.
Damage
Fill in one stress box greater than
or equal to the value of an attack,
take a consequence, or fill in one
stress
box
and
take
a
Consequenceif
if you cant do one
of these three things, youre Taken
Out.. What that means is up to the
15
Aspects
An aspect is a phrase that
describes something unique or
noteworthy about whatever its
attached to. Theyre 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 characters life, or
adding to another characters roll
or passive opposition.
16
Invoking Aspects
The main way youre going to use
aspects in a game of Fate is to
invoke them. If youre 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 youve rolled the dice.
Reroll all your dice.
Pass a +2 benefit to another
characters
roll,
if
its
reasonable that the aspect
youre invoking would be able
to help.
Add +2 to any source of
passive opposition, if its
reasonable that the aspect
youre
invoking
could
contribute to making things
more difficult. You can also use
this
to
create
passive
opposition at Fair (+2) if there
wasnt going to be any.
Free Invocations
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
characters 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 youve used your free
invocation, if the aspect in
question is still around, you can
17
Fate Points
GMs and players both have a pool
of points calledd fate points they
can use to influence the game.
18
Conflicts
Perception determines turn
order. Only roll if you have
the same number as another
character in the scene.
There is no grid, but play is
divided up into zones, each of
which has one or more
20
21
Magic
Magic skills in this game work
essentially like any other skill.
Your character can overcome,
create an advantage, attack, or
defend with magical skills. You
can even use magic to recover
from
consequences,
where
appropriate. There are, however,
four major limitations: sensory
connection, primary elements, the
arcane ladder, and paradox.
Sensory Connection
In order to cast a spell on a target,
the caster must be able to sense
the target in some way. Normal
sight, hearing, or touch will do for
most spells. The mundane senses
can be enhanced with Life magic,
granting infrared vision or
magnetic detection, which some
living creatures possess. Mind
magic can enhance the perception
of senses, but cannot actually give
a mage sensory perceptions she
does not already have. Space
magic can create a portal which
the mage could then activate by
22
The Elements
There
are
five
elements,
collectively called the (godai,
The Great Five), describe the
connections between various
fundamental essences of existence.
They are representative of an
outlook on life or a style of doing
things, and not so much classical
elements like those found in the
West or in typical fantasy
roleplaying games. If youre
familiar with the I Ching or Feng
Shui, thats the kind of thing were
talking about here.
23
good.
They are conservative in their views,
resistant to change. They also tend to
be the most physical of shamans,
mixing their own skills in athletics or
martial arts into their rituals.
Matter has dominion over soil, water, Life magic has dominion over animals, pl
metal, air, and other kinds of
ants, disease, evolution, and healing.
non-living
substances.
The
The physicians arcanum.
Stunt: Blood magic. Take a minor consequence
alchemists arcanum.
Stunt: Earthly craftsmanship. Can use Matter
in place of Prime to create an artifact.
Example spells
Example spells
24
Time magic has dominion over the past, Space has dominion over scrying,
present, and future, acceleration and teleportation, wards, and summoning.
The travelers arcanum.
deceleration. The oracles arcanum.
Stunt: Temporal magic. Can cast a spell with a Stunt: Sympathetic Magic. Can cast spells on
time delay, such that it triggers at a
targets not present in the scene.
particular time in the future.
Example spells
Flow of Time [Attack, Soul] send an
enemy forward in time.
Stop the Sands [Defend] move an
instant into the future to avoid an attack.
Kaerimiru (Look Back) [Divination
(0)] watch the last minute of activity
over again.
Fleet of Foot [Alteration (2)] Your
body and mind move faster.
Rewind [command (5)] everyone in
your zone replays the last round of
combat.
Scroll of Futures [Divination (7)] see
into the web of possible futures for the
world.
Time Gate [Creation (8)] Open a rift
in time to walk through. Requires an
object from the target time.
25
Example spells
Stunt: Dreamweaving. Can cast a spell on a Stunt: Arcane Technician. Use Forces in place
person who is not present but
of Academics or Craft for rolls
currently asleep.
involving electronics.
Example spells
Example spells
26
Spirit magic has dominion over kami, Fate magic has dominion over blessings,
demons, exorcism, and protection of the luck, destiny, curses, oaths, gambling,
and probability. The soothsayers
soul. The shamans arcanum.
Stunt: Counsel of the Spirits. Can use Spirit in arcanum.
place of Empathy to recover a mental Stunt: Ritual magic. Can cast a spell and save
consequence.
it for later, using the same die result.
Example spells
Example spells
27
Death magic has dominion over ghosts, Prime has dominion over magic itself:
ley
lines,
counterspells,
decay, weakness, and the stealing of hallows,
enchantment, and
artifacts. The
souls. The necromancers arcanum.
Stunt: Rebuke death. You can use Death to archmages arcanum.
recover from consequences involving Stunt: Countermagic. +2 to Defense rolls
physical injury or weakening effects.
against any magic or supernatural ability
when using Prime.
Example spells
28
Example spells
Arcane Feedback [Attack, Soul] an
enemy mages own magic turns against
him.
Mana Barrier [Defend] deflect
incoming supernatural effects.
Detect Magic [Divination (0)] See the
remaining resonance of spells cast in the
area.
Mage Armor [Abjuration (3)]
increases defenses against supernatural
effects.
Altered Runes [Alteration (3)] Slightly
change the effect of an existing spell.
Artifact [Creation (8)] Create an item
with a permanent magical effect.
Targets
Size
+0
divination
Self
+1
command
+2
+3
29
Duration
cat
Connection
(*with stunt only)
touch (same zone)
simple
scene
1 target
human
moderate
session
alteration
room full
car
personal item*
complex
story
abjuration
building full
house
town full
airplane
intimate
knowledge*
second-hand
knowledge*
whole
world
building
+4 destruction
+5
creation
permanent
Paradox
The onmyjis enlightenment
comes from realizing that all the
world around us is but an illusion
crafted by the minds of those who
inhabit itto perceive is to create.
Knowing this, she can will herself
to see other presents, other
realities, and impose her will above
others. Where the onmyjis vision
of reality conflicts with the
consensus of those around her,
paradox arises.
Paradox Rolls
1 witness
Several
rooms
witnesses
full
of 6
10
32