Professional Documents
Culture Documents
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GOLDEN RULE Decide what youre trying to accomplish first, then consult the rules/skills to help you do it.
SILVER RULE Never let the rules get in the way of what makes narrative sense.
BRONZE RULE You can treat anything in the game world (e.g. organisation, devices, animals, monsters, place etc.) as if its a character
Fate points can be spent to: INVOKE an ASPECT; POWER some STUNTs (others are free); BUY-OFF a COMPEL; or DECLARE a story detail.
FATE POINTS
Fate Points can be earned by: ACCEPTING a COMPEL which is having an ASPECT INVOKED against you; or CONCEDING in a conflict.
REFRESH FATE POINTS dont usually carry over between sessions but the REFRESH is the minimum number a character starts a new session with.
ASPECT An aspect is an important defining characteristic of a character, organisation, devices, animals, monsters, place, etc.
Anyone can offer a player a FATE POINT in return for having an ASPECT cause their character a problem: EXPLAIN why the aspect is
COMPEL relevant; NEGOTIATE the nature of the problem; then either, ACCEPT THE FATE POINT and play through the problem, or, PAY A FATE
POINT to avoid the compel and its problem.
After a skill roll, EXPLAIN why the aspect is relevant, SPEND a FATE POINT (unless granted a FREE INVOKE) and CHOOSE EITHER: +2 to
INVOKE current skill roll; re-roll current skill roll; or force someone to OVERCOME vs. a passive +2 obstacle representing the aspect.
An aspect can only be invoked once on any roll but different ASPECTS can be invoked on the same roll.
DECLARE a detail SPEND a Fate Point, justify the narrative detail by relating it to an ASPECT, negotiate with the GM, who has a veto!
No Fate Point Cost and they can be stacked with other FREE INVOKES or INVOKES.
FREE INVOKE
FREE INVOKES can be passed to another character to exploit so the team can stack up a series of INVOKES that set up the killing blow!
BOOST Transient aspect that goes away once INVOKED, and usually by the end of a scene. A BOOST can be passed to someone else for set-ups.
A STUNT is a special trait a character has that changes the way a skill works for him. Stunts indicate some special, privileged way a
STUNTS
character uses a skill that is unique to whoever has that stunt.
SKILLS Skills are rated from Terrible (-2) to Legendary (+8). PC skills are limited to Superb (+5) and a starting level of Great (+4)
The difference between your roll and your opponents roll of 4xFate Dice + Skill (+bonuses for ASPECTS/BOOSTS/STUNTS/SITIUATION
SHIFTS
etc.) are called SHIFTS. More SHIFTS = Greater level of success (or failure if you are on the receiving end!)
Getting things An especially complicated or dynamic obstacle requiring a series of PASSIVE OVERCOME actions to resolve.
done: The CHALLENGE may require different skills to be used in sequence or the same skill to be used more than once. BOOSTS or free
CHALLENGES INVOKES from one skill roll may be carried forward if they applicable to the subsequent skill roll.
Two or more characters with mutually exclusive goals, compete against one another, while NOT trying to harm one another. E.g. A
race. The CONTEST could be between the same skills or different skills, depending on the situation. It is made up of a series of
EXCHANGES during which each participant makes a skill roll to determine how well they do. Whoever gets the most SHIFTS in an
Getting things
exchange gains 1 VICTORY (Success by 3+ SHIFTS gains 2 victories) and the first character to 3 victories wins.
done: CONTESTS
Ties: no one gains a victory but an unexpected twist means a disadvantageous ASPECT is created that could affect them all.
Characters can try to CREATE an ADVANTAGE BEFORE they make a CONTEST roll, but Failure means their CONTEST roll is forfeit!
A character can decide to ATTACK during a CONTEST in which case the CONTEST usually ends and a CONFLICT begins.
Characters with the intent and the ability to harm one another are in a CONFLICT.
Getting things
Physical Conflict leads to stress in the form of bruises, cuts etc.; Mental Conflict to stress in the form of loss of confidence, self-esteem.
done: CONFLICTS
Any HITS taken cause the recipient to be TAKEN OUT unless they are absorbed by STRESS or CONSEQUENCES instead.
Setting up the Opponent: Character A, B, C etc. create advantages which they stack up to help Character Z succeed with ease!
TEAMWORK
Combining Skills: The Character with the highest skill takes the action but every other Character with a relevant skill adds +1 to the roll.
Physical Skill
Attacks
If some STRESS cannot be absorbed by a STRESS box or CONSEQUENCE slot then another HIT means the character is Taken Out and the
victorious opponent narrates what happens! This will be worse than CONCEDING!