Free Fate
Free Fate
FA
FATE
AT
C D . . . . . . . . . 92
A . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 End of Session. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Invoking Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Other Session Development. . . . . . . . . . . . . . . . . . . . . . . . .93
Tagging Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 End of Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Introducing Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Compelling Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
What is a Good Aspect? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Example Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Power Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
The Mysteries Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Other Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Assessments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Sorcery Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Declarations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Summoning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Knowledge Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Summoning Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Example Summoned Creatures . . . . . . . . . . . . . . . . . . . 103
Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Gadget Improvements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Example Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Stunt Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Customizing Stunts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 A . . . . . . . . . . . . . . . . . . . . . . . . . 107
Example Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
C . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Example Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Running Conlicts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Example Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 C S. . . . . . . . . . . . . . . . . 129
Example Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Other Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Stress and Consequences . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Medical Attention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Other Sources of Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
O G L . . . . . . . . . . . . . . . 132
S C . . . . . . . . . . 68
Extras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Advances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Named Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Aspects and Fate Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
The FreeFATE rules are a cut down & condensed version of the
FATE System (Fantastic Adventures in Tabletop Entertainment),
and are intended to appeal to gamers who prefer uncomplicated
rules and to act as an introduction to the full system.
What is Roleplaying?
A roleplaying game is a means by which a group of friends can tell
a story, a story in which all but one of them take on the mantle of
the protagonists.
The other player acts as gamemaster; she creates the outline of the
plot, describes the scenery, plays the supporting characters, and
arbitrates over the success or failure of the characters actions. The
gamemaster has a lot to do, but it can be a very rewarding experience!
4
C H A P T E R 1 I N T R O D U C T I O N
Carl Dettlinger (order #4048855) 7
1
I N T R O D U C T I O N
Sarah is a gamemaster and she has decided to run a modern day
supernatural thriller. She has constructed a simple plot outline, below,
for her two players:
Maria and David previously agreed that Alison was a close friend
of Trevors late wife, Caroline, and that Trevor and Alison helped each
other through their grief.
Scene 1Alison and Trevor are visiting Carolines grave when they
hear a commotion within the church. If they investigate (and Sarah
expects them to!), they ind that the interior of the church is a mess
yet no one is present. Written in the wax of some spilt candles is a
message Help Adam.
Scene 3The characters can visit Adams home but will be told by
his parents that he has run away. An investigation of his room and
computer will point to his involvement with a gang.
The gamemaster has also given a motive for the player characters
wanting to help; in this case it was Alisons professional interest in
the supernatural and both characters empathy with Adam over the
6
C H A P T E R 1 I N T R O D U C T I O N
Carl Dettlinger (order #4048855) 7
2
2
C H A R A C T E R
CHARACTER CREATION
Characters in FreeFATE are composed of four main traits:
Concept,
Aspects,
Skills and
Stunts.
C R E A T I O N
However, a character only becomes more than a set of words and
numbers when a player roleplays his personality.
Create a Concept
The irst step in creating a character is to come up with a Concept,
a few words or phrases that describe the characters personality
and role.
Choose Aspects
Aspects are an extension of the character concept that together paint
a picture of who the character is, what hes connected to, and whats
important to him (in contrast to the what can he do of Skills).
A
T
N .45
If the gamemaster agrees the player may elect to deine some of his
Aspects during the game as personality quirks and relationships
get leshed out.
P D I
I !
S
L
T C M D.
H .
A
David asks his gamemaster, Sarah, to choose his last Aspect once the
game has begun. Sarah agrees.
Choose Skills
The next step in creating a character is to choose a number of Skills
and assign them a rating. Skills can represent both learned ability
and also natural aptitudes and abilities.
8
C H A P T E R 2 C H A R A C T E R C R E A T I O N
Carl Dettlinger (order #4048855) 7
2
C H A R A C T E R
Skills should adhere to a pyramid type Table: The Ladder
structure; during character creation Description Rating
this means a player should select: Legendary +8
1 Great, Epic +7
2 Good, Fantastic +6
3 Fair, and Superb +5
4 Average skills. Great +4
C R E A T I O N
Good +3
All other Skills that a player does not
Fair +2
select for his character are assumed
to be at the default rating of Mediocre Average +1
(+0). Mediocre +0
Poor 1
David now turns his attention to Skills Terrible 2
for his detective, who he has decided to Abysmal 3
call Trevor Maples.
David knows that he wants his character to have some good investi-
gation related Skills and a smattering of supporting Skills that would
cover such things as forensic knowledge and combat abilities.
David chooses the following Skills and assigns the ratings appropriately:
Great (+4): Investigation
Good (+3): Contacting, Intimidation
Fair (+2): Alertness, Leadership, Resolve
Average (+1): Drive, Guns, Science, Stealth
Choose Stunts
Stunts are beneits, special abilities, specializations or different ways
to apply skills that characters without the Stunt are unable to do.
Stunts are described in more detail within the Stunts chapter. During
character creation a player should choose four Stunts that relate to
his chosen skills. The gamemaster may allow a player to postpone the
selection of one or two Stunts until after the game has begun.
David looks through the list of Stunts and selects the following to
relect his characters status within the police and the abilities he has
built up over his career:
Stress Tracks
A character has two Stress Tracks that measure how much physical
and social injury he can suffer before being taken out in a conlict.
10
C H A P T E R 2 C H A R A C T E R C R E A T I O N
Carl Dettlinger (order #4048855) 7
2
C H A R A C T E R
David notes that as he did not choose the Endurance Skill for his
character his Physical Stress Track has 5 boxes. Trevor Maples does
however have a Fair (+2) Resolve skill and thus his Composure Track
has 6 boxes.
C R E A T I O N
the game, either by giving their characters bonuses, or by taking
over a small part of the story. Fate Points are described more fully
in the Rules and Aspects chapters.
Equipment
A player can choose a number of items of equipment with a cost (the
purchase Dificulty) of Mediocre for every deined Aspect and Stunt.
In addition, a player can choose an item for each step on the ladder
from Average to their Resources skill plus two (or to Fair if the
character has no Resources skill). The cost of each item must be
equal to or less than the associated step.
Trevor Maples does not have the Resources Skill and so David can only
select 11 Mediocre cost items (for his 7 Aspects and 4 Stunts), plus
one item with a cost of Average or less and one item with a cost of
Fair or less.
Maria deined all 8 Aspects and 4 Stunts for her character Alison
Havers, and also gave her a Good (+3) Resources skill. Maria therefore
can choose 12 Mediocre cost items and an additional ive items with a
cost of Superb, Great, Good, Fair and Average.
11
2. Choose 8 Aspects
3. Choose 10 skills
(1 Great, 2 Good, 3 Fair, and 4 Average)
4. Choose 4 Stunts
12
C H A P T E R 2 C H A R A C T E R C R E A T I O N
Carl Dettlinger (order #4048855) 7
3
3
RULES
R U L E S
Making a Test
Whenever a player wants his character to perform an action where
the outcome is in doubt a Test is made pitting a characters Skill
against a Dificulty chosen by the gamemaster.
David is trying to shoot a thug who is assaulting his friend Alison. The
gamemaster Sarah determines that this is a test using the Guns Skill.
Determine a Difficulty
The gamemaster should gauge how dificult Table: The Ladder
she believes the task to be. Dificulties, like Description Rating
Skill ratings, are based upon the Ladder. Legendary +8
Epic +7
Sarah, judges that shooting the thug would
Fantastic +6
normally be a Mediocre task as he is unaware
Superb +5
of Trevor and thus unable to seek cover. How-
ever as the conlict takes place in a dark alley Great +4
and Trevor does not want to accidentally shoot Good +3
Alison, Sarah deems this a Fair (+2) Dificulty. Fair +2
Average +1
For many tasks, the gamemaster may use
Mediocre +0
another characters Skill rating as the
Poor 1
Dificulty Number, e.g. haggling may use the
supporting characters Resolve Skill rating Terrible 2
as a Dificulty. Abysmal 3
13
One die should be designated as the Plus Die, the other designated
as the Minus Die. When the dice are rolled the player need only pay
attention to the die that rolled the lowest number.
If the lowest die result was on the Plus Die, that number is
added to the Skill Rating.
If the lowest die result was on the Minus Die, that number is
subtracted from the Skill.
If the two dice results are the same, there is no lowest die,
and the Skill goes unmodiied.
David rolls two D6s and gains a 4 on the Plus Die and a 5 on the
Minus Die. The lowest result is on the Plus Die, so that is added to
his Guns Skill of Average (+1) for a inal Effort of +5; a Superb result
on the Ladder.
14
C H A P T E R 3 R U L E S
Carl Dettlinger (order #4048855) 7
3
R U L E S
If successful, determine Effect
Sometimes it is not enough just to know that a character has
succeeded; it can be important to know how well that character
has succeeded.
Using Shifts
Shifts may be spent to affect the outcome of a roll. Often, the
gamemaster will implicitly spend shifts in accordance with the
players description of his characters actions. Sometimes, players
may explicitly spend shifts as well.
15
Spin
Spin is a special effect that occurs when a character achieves an
Effect of 3 shifts on a Test and doesnt use those shifts for any other
purpose (e.g. reducing the time taken, inlicting Stress etc).
Modifiers
Modiiers relect circumstances that make a task easier or more
dificult to perform. Modiiers impact the test by adding to, or
subtracting from, the Dificulty.
In the example above, the darkness in the alley was one complicating
factor and Trevors wish to avoid hitting Alison was another factor.
Combining Skills
Occasionally a secondary Skill will have an impact on the task
at hand, for example trying to shoot a gun (Guns Skill) whilst
maintaining balance on a precipice (Athletics Skill).
16
C H A P T E R 3 R U L E S
Carl Dettlinger (order #4048855) 7
3
R U L E S
When the second Skill can only help the irst, which is to say it can
only provide a bonus, it complements the Skill. A complementing
Skill never applies a 1, even if its lower than the primary Skill.
This usually happens when the character has the option of using
the secondary Skill, but doesnt have to bring it to bear.
If the secondary Skill comes into play only to hold the primary Skill
back, it restricts the Skill, meaning it can only provide a penalty or
nothing at all. A restricting Skill never applies a +1, even if its higher
than the primary Skill. Often Skills like Endurance or Resolve are
restrictive Skillsas you get more tired, you wont get better, but
if youre resolute, you may not get worse.
Contests
As mentioned previously, sometimes the Dificulty of a task is
based upon another characters Skill rating. When one skill opposes
another in this manner it is known as a Contest.
When a Contest occurs only one party should actually roll the dice
and modify his characters Skill rating, the opposing Skill is left
unmodiied and acts as the Dificulty.
If the Skill Test result only equals the Dificulty, then the Contest is
actually a tie; the guard hears a noise but doesnt spot the sneaking
character, the characters come to a stalemate in negotiations, or
both characters grab the gun at the same time.
If the Test fails the opponent has won with an Effect equal to the
number of shifts by which the Test failed.
17
This may be useful when the act of asking for a dice roll may tip
off the player that something is up; for example asking for an
Empathy test may clue the player into the fact that the supporting
character is deceiving him in some way. Secretly rolling a Deceit
test with a Dificulty of the player characters Empathy may be a
better option.
Base Time
If a gamemaster feels a task requires longer than a few instances
to complete then she should assign the task a base time period in
which it can be accomplished. The Table: Time Increments lists
appropriate base times to assign to a particular task.
Actual Time
When the Test is made to determine the success or failure of the
task, the player can elect to spend any shifts of Effect to reduce the
time. Each shift used in such a manner reduces the time taken by
one increment on the table.
18
C H A P T E R 3 R U L E S
Carl Dettlinger (order #4048855) 7
3
R U L E S
Trevor Maples is conducting a police Table: Time Increments
interview with a suspect. The game- Time Period
master, Sarah, has stated that such an Instant
interview has a base time of an hour. A few moments
David rolls Trevors Intimidation skill to Half a minute
perform the interrogation and succeeds A minute
with an Effect of 2 shifts. David elects to A few minutes
use both shifts to reduce the base time 15 minutes
from an hour to 15 minutes, but his Effect Half an hour
is now effectively zero; he gets enough of An hour
a confession to follow a new lead, but not A few hours
enough to charge the suspect. An afternoon
A day
A few days
Alternatively, if a character fails the
A week
test, the gamemaster may allow him to
A few weeks
spend more time to complete the task.
A month
The time taken is increased by one
A few months
increment for every shift by which the
A season
character failed. This cannot be used to
Half a year
increase the Effect. A year
A few years
Fate Points A decade
A lifetime
Fate Points allow a player to nudge Generations
for t une in his charac ter s favour. Centuries
Spending a Fate Point can provide one
of the following beneits:
19
The player should ask the gamemaster whether he can invoke the
Aspect, explaining why he feels the Aspect will have an impact on
the situation. If the gamemaster agrees, the player spends a Fate
Point and can:
20
C H A P T E R 4 A S P E C T S
Carl Dettlinger (order #4048855) 7
4
A S P E C T S
Invoking for Effect
A player can also invoke an Aspect for effect, using it for a beneit
that is not related to a dice roll or Skill use at all. This costs a Fate
Point like any other invocation does. For example, a player could
invoke an Aspect that describes a secret organization to declare
that the group has a chapter in town.
Tagging Aspects
It is not just player characters who have Aspects, supporting
characters, items, locations and even the scene itself can have
Aspects too. These Aspects can be invoked by a player just like his
own characters Aspects; this is known as tagging the Aspect.
Trevor has just interrupted a back room poker game at a pub known
to be the hangout of a suspect. Sarah describes how the poker players,
all local neer-do-wells including the suspect look up worried, an
atmosphere of nervous tension settling over the proceedings.
David asks Sarah whether is an
Aspect of the scene; thinking about it, she says it is. David then asks
21
A tag for effect can be used to compel the way in which a supporting
character will act; though only in general terms (it cannot dictate
speciic actions). The victim of a tag for effect receives a Fate Point
if the effect is to their detriment.
22
C H A P T E R 4 A S P E C T S
Carl Dettlinger (order #4048855) 7
4
A P S P E C T S
Introducing Aspects
Players can, through their characters actions, discover Aspects
that were previously hidden or even create new Aspects for a scene,
location or person via a declaration or a maneuver in a conlict.
When this occurs the player should be awarded a free tag of that
Aspect, i.e. he does not have to pay a Fate Point to tag it for the irst
time (if used to tag for effect to the detriment of a character, that
character still gets a Fate Point).
Compelling Aspects
Just as players can tag a supporting characters Aspects to dictate
the way in which he should behave, so the gamemaster can tag
the Aspects of a player character to compel him to act in a certain
manner, usually to the characters detriment. This is known as
Compelling an Aspect.
23
Just as David requested, Sarah has the suspect Jimmy make a break
for it, pushing over the table of cash and barging past Trevor. Knowing
that he requested the police constables cover the back of the pub,
David states that Trevor will give chase.
Sarah states she is Compelling Trevors L
Aspect, stating that Trevor will only have two exchanges
to catch Jimmy before having to give up wheezing and out of breath.
David accepts the Compel and receives a Fate Point.
Voluntary Compels
Sometimes it is the player, rather than the gamemaster, who
identiies a situation where his characters Aspects may be
compelled. In such cases the player may bring this to the attention
of the gamemaster. The gamemaster can either agree and hand over
a Fate Point, or defer, offering a brief explanation.
24
C H A P T E R 4 A S P E C T S
Carl Dettlinger (order #4048855) 7
4
A P S P E C T S
What is a Good Aspect?
Thinking of Aspects that describe a character, can be easy,
however creating Aspects that lend themselves well to the
mechanics of invocation, tagging and compels is quite a bit
trickier!
Is it a Hook?
Aspects should say something about how the character its into
the larger world. Such an Aspect can provide story hooks, be they
supporting characters, organizations or past events.
Can it be Invoked?
In order to see whether an Aspect will likely see use in a FreeFATE
game, you should try to think of at least two or three different
ways it could be invoked to provide a beneit to the character?
If you are struggling to come up with more than one, the Aspect
may be too narrowly focused.
25
As Sarah was not familiar with the Morse novels and TV series, David
needed to explain what he meant by T C M
D.
Aspects are also a way that a player can explicitly inform his
gamemaster of what he wants to see happen in the game; if the
player picks an Aspect like Death-Defying then he is telling the
gamemaster to put his character into death defying situations.
26
C H A P T E R 4 A S P E C T S
Carl Dettlinger (order #4048855) 7
4
A S P E C T S
Example Aspects
A
B !
C
D I ?
F
G
H G
L
N
O
P
Q
R F L
S
W ! M ... !
27
Assessments
Certain Skills allow characters to observe, study and interact with
people and locations in order to discover useful information about
them. Using a Skill in this manner is known as an Assessment and
usually requires anywhere from a few minutes to a few days.
28
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
Assessments as Declarations
If the gamemaster is amenable, an Assessment may also allow a
player character to discover an element that the gamemaster
hadnt even thought of previously. In this manner the Assessment
works like a Declaration (see below) with the player stating that his
character has identiied a weakness, Aspect or other feature. The
gamemaster sets a Dificulty for the Skill roll to see if the character
was correct in his Assessment, or whether he was mistaken. If the
roll fails, the gamemaster may wish to impose a temporary Aspect
on the assessing character to relect this, for example M
.
Declarations
A Declaration allows a player to use his characters Skills to
introduce entirely new facts and Aspects into play by making a
statement and testing to see whether it is true. Declarations are
often, but not exclusively, the domain of knowledge Skills such as
Academics, Art, Mysteries and Science.
29
Knowledge Tests
When a player wants to see if his character knows about a certain
topic or area of study then a test can be made using an appropriate
skill e.g. Academics to recall details of an historical battle, whilst
Guns might be used to identify a particular irearm and who
manufactures it.
Obscurity Dificulty
Common knowledge Average (+1) to Good (+3)
Expert knowledge Great (+4)
Leading expert knowledge Superb (+5)
Known only to one or two people in the world Fantastic (+6)
Lost knowledge Epic (+7)
30
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
The Knowledge Dificulty table can be used as a guide to assign a
Dificulty to the task. The greater the Effect, the more detailed the
knowledge the character has about the subject.
Research
If a character fails a Knowledge Test, he can spend time researching
or experimenting to ind the answer as long as he has access to a
good library or laboratory in some form. The amount by which the
knowledge Skill Test failed is the length of time in time increments
(p. 19) required to ind the answer, beginning at 15 minutes for
failing by 1 shift.
31
Academics
Academics measures a characters book learning; any knowledge
that would not explicitly fall under Science, Mysteries, or Art.
Important for
Alertness Initiative
Art
Art measures the characters overall artistic ability, covering the
gamut of endeavours, from painting to dance to music. This includes
knowledge, composition, and performance. Art can also be used to
perform Declarations (see p. 29).
Burglary
Burglary represents the ability to overcome security systems, from
alarms to locks. Burglary also includes knowledge of those systems
and the ability to assess them (see p. 28).
32
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
Contacting
Contacting is the ability to ind things out from people. A character
may know a guy, who knows a guy, or maybe he just knows the right
questions to ask. Whatever his methods, he can gather information
by asking around.
Deceit
Deceit is the ability to hide the truth and convey falsehoods
convincingly. Deceit can be used to fast talk a security guard, carry
out elaborate conidence schemes or create simple disguises that
can withstand casual inspection (but not close scrutiny, i.e. any use
of the Investigation Skill).
Drive
Drive is the ability to operate a ground or water based vehicle, be
it a car, hovercraft, boat or submersible. It is often used in chases
(p. 76).
This is the ability to understand what other people are thinking and
feeling. It can be used to spot a liar or help tell someone what they
want to hear. Empathy is usable as a defense against Deceit, and is
the basis for initiative in a social conlict.
Endurance
Endurance is the ability to keep performing physical activity
despite fatigue or injury. Its a measure of the bodys resistance to
shock and effort. In addition to fatigue, Endurance measures how
well a character shrugs off poisons and disease. Finally, Endurance
determines the number of boxes on a characters Physical Stress
track (see Stress Tracks, p. 10).
33
Important in
Fists conflicts, causes Stress
Gambling
Gambling is the knowledge of how to gamble and moreover, how to
win when gambling. It also includes knowledge of secondary things
like bookmaking and risk taking.
34
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
If the Gambling Test is successful, and the stake is cash or easily
liquidated assets, the gambler gets to make a single Resources Test
using the rating of the stake rather than his own Resources Skill.
If the Gambling Test fails, the gambler must make a Resources Test
with a Dificulty of the stakes. If this succeeds, the gambler can pay
his dues, otherwise he is in debt preventing him from gambling any
more until he can make payment.
Guns
The Guns Skill is used to shoot any type of personal weapon that
ires at range from bows to pistols to automatic riles. The Guns
Skill is used in physical Conlicts (see p. 47).
Important in
Intimidation conflicts, causes Stress
Investigation
Investigation is the ability to look for things and, hopefully, ind
them. This is the Skill used when the character is actively looking
for something, such as searching a crime scene or trying to spot a
hidden enemy.
Leadership
Leadership is a multi-faceted Skill. A good leader knows how to
direct and inspire people, but he also understands how to run an
organization. As such, the Leadership Skill covers acts of both types,
from inspiring comrades to make one last push on a battleield, to
navigating the maze of bureaucracy of a corporation.
35
Might
This is a measure of pure physical power, be it raw strength or
simply the knowledge of how to use the strength one has.
A Might Skill Test with a Dificulty of his own Might will allow a
character to push himself into a category ive steps higher for a
total 5 penalty.
Table: Lifting
Might Carry Might may be used indirectly as
(lbs) well, to modify, complement, or re-
Mediocre (+0) 15 strict some Skill uses, for example
Average (+1) 25 in combat, Might may complement
Fair (+2) 50 Fists and Weapons if force is a very
Good (+3) 100 signiicant element.
Great (+4) 150
Superb (+5) 200 Furthermore, a successful maneu-
Fantastic (+6) 250 ver may allow a character to begin
Epic (+7) 300 grappling with his foe, allowing
Legendary (+8) 350
Might to be used instead of Fists.
36
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
Mysteries
Mysteries is knowledge of the supernatural, the occult and psy-
chic phenomena. It covers everything from experience with hyp-
nosis techniques to a sense that there is something else beyond
the material world.
Pilot
Pilot is the ability to ly aircraft, whether they be propeller ighter
planes, helicopters, or commercial jet airliners. It is most often used
in chases (see Chases on p. 76).
Rapport
Rapport is the ability to talk with people in a friendly fashion
and make a good impression, and perhaps convince them to see
ones side of things. Any time a character wants to communicate
without an implicit threat, this is the Skill to use, which makes it
appropriate for interviewing.
37
Important for
Resources equipment
Science
Science holds the promise of revealing all of natures secrets.
This Skill represents a broad knowledge of scientiic method, and
includes the ield of computers (including hacking) and medicine.
38
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
5
S K I L L S
Science is often used to make Declarations (see p. 29). In certain
circumstances the gamemaster may allow Science to be used to
make Assessments (p. 28).
Sleight of Hand
This Skill covers ine, dexterous activities like stage magic, pick
pocketing, and replacing an idol with a bag of sand without tripping
a trap. While Athletics is appropriate for gross physical activities,
most things requiring manual speed and precision fall under this
Skill (that said, if youre picking a lock, use Burglary).
Stealth
This is the ability to remain unseen and unheard. Directly opposed
by Alertness or Investigation, this ability covers everything from
skulking in the shadows to hiding behind a door.
Survival
Survival is a very broad Skill covering virtually every sort of outdoor
activity from wilderness survival to animal handling and riding.
39
Important in
Weapons conflicts, causes Stress
40
C H A P T E R 5 S K I L L S
Carl Dettlinger (order #4048855) 7
6
6
S T U N T S
STUNTS
Stunts exist to provide guaranteed situational beneits, special
abilities and even minor powers, under particular circumstances.
A Stunt may grant a character the ability to use a Skill under unusual
circumstances, such as using it in a broader array of situations,
substituting it for another Skill, or using it in a complementary
fashion to another Skill. A Stunt might allow a character to gain an
effect roughly equal to two shifts, when used in a speciic way, or
otherwise grant other small effects. Put more simply, Stunts allow
the usual rules about Skills to be brokenor at least bent.
Stunt Templates
Concentration
A Concentration Stunt provides a character with a +1 bonus to a par-
ticular Skill when using that Skill in a particular manner. The scope
of this use is quite broad (but does not cover all uses of the skill).
When David was creating his character Trevor Maples he and Sarah
his gamemaster created a Concentration Stunt that they called
Criminal Snitches; Trevor gains a +1 bonus to the Contacting Skill
when gathering information about criminal activity in the city. This
bonus is not gained when using Contacting to learn about any other
subjects (e.g. political funding sources, which actor is secretly seeing
that new pop star etc).
41
Skill Switch
A Skill Switch Stunt allows a character to use one Skill in place of
another when performing a particular task. The scope of such use
is similar to that of a Concentration Stunt.
For example, a Skill Switch Stunt may allow the Athletics Skill to be
used instead of Survival to ride horses and other mounts.
David and Sarah devised the Skill Switch Stunt Surroundings Read,
which allows the Investigation Skill to be used instead of Empathy
to get a read on someone when speaking with them in their home,
workplace, car or favorite hangout. If trying to assess someone away
from those environments David will need to use Trevors Empathy
Skill; which defaults to Mediocre (+0).
Ally
An Ally Stunt provides the character with an ally; another character
who can help in speciic types of conlicts and who may also have
the ability to provide assistance outside of conlicts too.
42
C H A P T E R 6 S T U N T S
Carl Dettlinger (order #4048855) 7
6
S T U N T S
the Supporting Characters chapter). If the player chooses the
Strength in Numbers Advance the ally is instead a group of three
Minions (more if the Strength in Numbers Advance is chosen more
than once).
If desired a second and third Ally Stunt can, rather than provide
more allies, provide an additional three Advances each to spend on
an existing ally (for a maximum of 10 Advances).
Benefit
A Beneit Stunt is the catchall category for any other Stunt that
doesnt conform to the previous four templates. Beneit Stunts can
provide a character with access to resources, equipment, special
abilities and other qualities.
Customizing Stunts
However, if such imbalance is not desired, there are a few methods
to limit the power such Beneit Stunts may have, so that they are in
line with other Stunts.
Joe wants to create a Stunt that lets his ex-con character Mickey act
irst in every exchange of a conlict. Sarah inds this too overpowering,
however requiring a Fate Point to be spent each exchange provides a
more balanced Stunt, one which Joe calls Im on top of it!
Pre-requisites
Some Stunts may have prerequisites in the form of other Stunts that
have to be gained before the beneit Stunt can be used. This makes
the more powerful Stunt more dificult to obtain, and any character
43
Joe is really focused on making his character Mickey able to act irst
in a conlict and suggests another Stunt that provides a +1 bonus to
his Alertness Skill Rating when determining initiative in a physical
conlict. Sarah thinks this is reasonable as it is effectively just a
Concentration Stunt.
However, Joe wants to be able to take the Stunt multiple times with
the bonuses stacking with one another. Sarah thinks that this may be
too powerful, but not wanting to say no, she allows it but enforces a
pre-requisite. In order to take this new Stunt (which Joe calls Ready
for Anything) a character will need the Im on top of it! Stunt. Sarah
reasons that at least this means a character will have one less Stunt
available to use to take Ready for Anything.
Joe happily agrees and uses up three of his characters Stunts to take
Im on top of it! and two instances of Ready for Anything.
It is also possible to have pre-requisites in the form of Aspects rather
than other Stunts. This ensures there is always a particular Aspect to
compel in exchange for taking the Stunt.
David suggests to Sarah a Stunt that will allow his character to
call upon a number of police oficerssix Fair (+2) Minionsto act
as backup.
This is actually an ally Stunt (with the Quality, Strength in Numbers
2 and Summonable Advances), but one that Sarah feels provides an
additional beneit in that these Minions will have oficial authority to
enforce the law.
Sarah states that such an ally Stunt requires the character to
have an Aspect that identiies him as an active member of the police
(or other security service). This will allow her as gamemaster to
compel the Aspect to sometimes make the backup unavailable, and
also to ensure the character has some motivation to use the backup
responsibly.
David agrees to the pre-requisite and names the Ally Stunt Police
Backup.
44
C H A P T E R 6 S T U N T S
Carl Dettlinger (order #4048855) 7
6
S T U N T S
Uses per Session
A third way of limiting the power of a Beneit Stunt is to impose a
restriction on the number of times it can be used per game session.
Joes character Mickey is also a gambler, and Joe suggests a Stunt that
will allow him to use Mickeys Gambling Skill instead of Resources
to make purchases. Joe argues that this represents the winnings his
character accumulates in games of chance off screen.
This initially sounds like a Skill Switch Stunt to Sarah, except for
the fact that Joe hasnt suggested a reduced scope in which the switch
can occur; Joe wants to be able to use Gambling all the time instead
of Resources.
Knowing Joe has already assigned Mickey a Great (+4) Gambling
Skill and has a number of gambling related Aspects he could invoke to
gain further bonuses, Sarah is reluctant to allow this Stunt without a
severe restriction. She states Joe can have the Stunt but it can only be
used once per game session, explaining that even with this limit Mickey
will likely be able to buy something with a cost of Great every session.
Joe accepts and names the Stunt simply Winnings.
Combined Limits
Some especially powerful Stunts may still seem too imbalanced
even with one of the above restrictions. In these instances more
than one type of restriction may be needed in order to balance
the Stunt.
Example Stunts
A number of sample Stunts are provided in the Appendix (p. 107);
these can be used by players and gamemasters when creating
characters.
45
46
C H A P T E R 6 S T U N T S
Carl Dettlinger (order #4048855) 7
7
7
C O N F L I C T S
CONFLICTS
The stories often include moments of intense action and social
interaction, times when the insults and lead starts lying or swords
start swinging whilst wits are challenged.
Running Conflicts
Once a conlict begins, the gamemaster should regulate the low of
the action using the following pattern:
Zones
Zones are loosely deined areas that help adjudicate which
characters may interact with each other. Generally, people in the
same zone can touch each other; people one zone apart can throw
things at each other, and people two (and sometimes three) zones
apart can shoot each other.
47
Begin Exchanges
An exchange is a variable period of time during which all characters
involved in the conlict get to act. Actions occur in order of initiative
as determined in the previous step.
Once the action is declared, the gamemaster and player resolve the
action according to the rules described previously and guidance
given below.
Once the action has been resolved the next character gets to act.
Once all actions have been taken a new exchange is started.
Attacks
An attack is an attempt to force the attackers agenda on a target,
by attempting to injure them, by bullying them, or by some other
means.
48
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Table: Attack and Defence Skills
Purpose Attack Skill Defense Skill
Wound or kill Fists, Guns, or Weapons Fists, Athletics, or Weapons
Deceive Deceit Resolve or Empathy
Scare Intimidation Resolve
Charm Rapport Resolve or Deceit
49
Carrying on from the example above, Sarah the gamemaster has the
thug try to grab Marias character Alison to use as a shield against any
further attacks by Trevor.
Sarah states that this will be an attack using the thugs Fair (+2)
Fists Skill. Maria elects to have Alison try to duck out of the reach of
the thug by using her Average (+1) Athletics Skill. Maria rolls the dice,
resulting in a 4 on the Plus Die and a 5 on the Minus Die.
Maria applies the Plus Die result to increase her Average (+1) Skill
Rating for a Superb (+5) Effort. This exceeds the thugs Fists Skill by
3 shifts and so Alison dodges the thugs grasp and gains Spin. As it is
Alisons action next Maria elects to take the +1 bonus to Alisons action.
Maneuvers
When a character tries to jump to grab a rope, throw dust in an
enemys eyes, draw eyes upon himself in a ballroom, or take a
debate down a tangential paththats a maneuver.
50
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Maria asks Sarah the gamemaster whether there is anything within
reach that Alison can throw into the thugs eyes, Sarahs reply is You
tell me!
Taking the hint, Maria spends a Fate Point to make a minor narrative
declaration (see Fate Points, p. 19) and states that a half empty pot of
paint sits on the wall directly behind where Alison is standing.
Maria states that Alison grabs the pot and throws the contents at
the thug. Sarah believes that this is a maneuver rather than a direct
attack even though Maria will be rolling her Mediocre (+0) Weapons
Skill against the Thugs Average (+1) Athletics Skill.
Sarah further states that grabbing the paint pot is a supplemental
action (see below) and therefore Marias Test suffers a 1 penalty,
however this is cancelled out by the Spin bonus gained previously.
Maria rolls well for an Effort of Fair (+2), a success! Maria declares
that the thug now has the temporary Aspect of B.
Temporary Aspects
Temporary Aspects that result from maneuvers are usually
fragile.
Sticky Aspects
Some Aspects that result from maneuvers can be sticky. Sticky
Aspects dont go away after they are irst tagged, allowing people
to spend Fate Points to continue to tag them. The gamemaster is
encouraged to be much more picky about whether or not to allow a
sticky Aspect to result from a maneuver.
51
Example Maneuvers
Blinding
Whether its throwing sand in someones eyes, spraying someone
with a harsh chemical or tossing a can of paint in his face, the goal
is the same: keep him from being able to see. This likely involves
the attacker rolling Weapons and the defender rolling Athletics,
with the maneuver succeeding if the attacker gets at least one shift.
Disarming
A successful disarm maneuver forces the target to drop his weapon
or otherwise renders the weapon temporarily useless. The target
must either spend an action to become re-armed, or pick up the
weapon as a supplemental action.
His defensive rolls are not directly affected by this penalty, but they
are indirectly affected; without a weapon in hand, he cant use the
Weapons Skill to defend (Athletics and Fists are still options).
52
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Pushing
Pushing a target requires a successful attack (usually Fists or
Might) and must generate a number of shifts equal to 1 per 100
lbs or part thereof (2 shifts for most people) +1 for each zone the
target will be pushed (the +1 is basically the usual cost for moving
one zone). So pushing a target one zone would require 3 shifts, two
zones would require 4 shifts etc.
A push moves both the target and the acting character into the
destination zone. Any applicable border conditions affect the roll
to push.
Throw or Knockback
Its possible for a character to knock something or someone away
from himself, without moving. Knockback covers any maneuver
that can accomplish this, including throws.
Other Actions
Free Actions
Some kinds of actions are free; they dont count as the characters
action during an exchange, whether or not a roll of the dice is
involved. Rolling for defense against an attack is a free action, so
are minor actions like casting a quick glance at a doorway, lipping
a switch right next to the character, or shouting a short warning.
53
Block Actions
When the characters action is preventativetrying to keep
something from happening, rather than taking direct action to
make something happenhe is performing a block action.
He declares what hes trying to prevent and what Skill hes using
to do it. Players may declare a block against any sort of action or
actions and may theoretically use any Skill, but unless the block is
simple and clear, the gamemaster may assess penalties based upon
how hard it would be, or how much of a stretch it would be. Players
should never be able to cover all bases with a single block.
When, later that exchange, any enemy tries to attack the protected
character, the protected character gets the beneit of either the
block strength or his own defense, whichever is better.
54
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
For other types of blocks, the blocking character declares the
block on his turn, and rolls the Skill hes using to block, subject to
any penalties imposed by the gamemaster. The result is the block
strength. Later that exchange, every time another character tries
to perform the blocked action, he enters into a contest with the
blocker. The character trying to get past the block rolls the Skill
hes using for the action (not a Skill speciically appropriate to the
block), and compares it to the block strength. If the attacker gets at
least one shift, he successfully overcomes the block.
Even if the action is normally free, getting past the block takes
additional effort, and thus the gamemaster can declare that it takes
up the players action for the exchange.
Supplemental Actions
Sometimes a player wants his character to perform a simple action
in addition to his main action. Examples range from drawing a
weapon and attacking, to iring off a signal lare whilst intimidating
the wolves at the edge of the irelight.
Movement
Movement is one of the most common supplemental actions. When
it is reasonably easy to move from one zone to the next, a character
may move one zone as a supplemental action.
55
Mickey runs from a couple of thugs wanting the money he just won at a
gambling parlor. He's in a small alley, which is blocked at one end by a
wire fence. The alley is a zone, and the wire fence is a Fair (+2) Border.
Mickey needs to make an Athletics Skill Test with a Dificulty of Good
(+3) to get into the next zone.
Also note that if Mickey only wants to move the 1 zone, then he
could do that as a supplemental action (see p. 55) but the penalty is
increased by the Border Rating to 3.
Border
Building 1
(Fair +2)
Street
Zone 2
Zone 1 Mickey
Alley
Building 2
Street
Zone 3
56
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Stress and Consequences
Stress
Stress represents non-speciic dificulties a character can
encounter in a conlict.
Consequences
Stress is transitor y, but sometimes con licts have lasting
consequences, injuries, embarrassments, phobias, and the like. These
are collectively called Consequences and are a special kind of Aspect.
Just like any other Aspect that a player introduces to a scene, the
player of the attacking character who inlicted the Consequence
gets the irst tag of that Consequence for free.
57
58
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Taken Out
If a character suffers Stress that equals or exceeds his Stress track
and has already taken three Consequences then the character is
Taken Out.
The character has decisively lost the conlict, and unlike the other
levels of Consequence, his fate is in the hands of his opponent, who
may decide how the character loses. The outcome must remain
within the realm of reasonvery few people truly die from shame, so
having someone die as a result of a duel of wits is unlikely, but having
them embarrass themselves and lee in disgrace is not unreasonable.
4. You can buy your way out. Players are not always
comfortable with being on the receiving end of this and may,
if they wish, spend all the Fate Points they have left (minimum
of one) and demand a different outcome, and the gamemaster
59
Concessions
Any time a character takes a Consequence, he also has the option
of offering a Concession. A Concession is essentially equivalent to
surrendering, and is the best way to end a ight before someone is
Taken Out (short of moving away and ending the conlict).
The character inlicting the damage can always opt to not take
the Concession, but doing so is a clear indication that the ight will
be a bloody one (literally or metaphorically). If the gamemaster
declares that the Concession was a reasonable offer, then the
character who offered it gains one Fate Point, and the character
who refused it loses one.
Many conlicts end with a Concession when one party or the other
simply does not want to risk taking Major or Severe Consequences
as a result of the conlict, or when neither party wants to risk a
Taken Out result that might come at too high a price.
60
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Of course, Marias character Alison has not been Taken Out, and she
may still attempt to confront the thugsbut any such attempt will be
without Trevors help.
Recovery
As stated previously, unless the gamemaster says otherwise, a
characters Stress tracks clear out after the scene has resolved.
Consequences however can take longer to recover from.
61
No Time to Recover
If the character is in back-to-back sessions with no in-game time
between them, such as in a multi-part adventure, he gets a break;
any Consequences he begins the session with are treated as one
level lower for how quickly theyre removed.
Medical Attention
A character trained in the Science Skill can attempt to provide irst
aid to an injured ally during a conlict and also provide long term
care afterwards.
First Aid
When using the Science Skill to perform irst aid in the middle of a
conlict, the character must take a full action with a target whos
not trying to do anything else (i.e., forfeiting his next action).
62
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Table: Medical Care Dificulties
Consequence Dificulty to Reduce Time
Minor Mediocre (+0)
Major Fair (+2)
Severe Great (+4) requires Great level medical equipment or facility
Extreme Fantastic (+6) requires Fantastic level Medical facility
Multiple such attempts may not be made. The Dificulty of the roll
depends on the severity of the Consequence per the table below.
63
Fire
Fire is rated by its intensity. At the beginning of an exchange, a ire
inlicts its intensity in physical Stress on every person in the scene.
See Table: Fire on how Intensity works.
Explosions
Explosions and other area attacks have the potential to do damage
against everyone within their radius. They are deadly and can end
a ight or alter a scenario signiicantly once used.
64
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
Table: Fire
Intensity Description
0 The building is on ire, but the ire can be avoided.
1 Almost everything is on ire, and the heat is pressing
in on you in waves.
2 Everything is on ire, and the lames lick up near you.
3 Inferno! There may well be nowhere to run; you have
only moments to live.
one lower. If there is a border between the zones that would provide
some cover (like a wall) it also reduces the Force by the value of the
border. The Force of an explosion drops to zero once it reaches its
maximum radius indicated by the area.
Throwing Explosives
Throwing an explosive as an attack works in two stages. When a
character throws an explosive, its an attack using Weapons against
a Dificulty of Mediocre.
65
T hug2 Zone 2
T hug 1 Zone 1
uilding Border
B (Good +3)
Mickey Trevor
Min
ivan
Alison
Border
(Average +1)
Poisons
Poisons have a Potency and a Subtlety Rating. Potency determines
how hard it is to resist and treat, whilst Subtlety is the Dificulty
to detect or analyze it (using Alertness, Investigation or Science)
either to prevent exposure or determine the cause of someones
ailment. Poisons also need a means of application, e.g. contact,
ingestion, inhaled or injected.
66
C H A P T E R 7 C O N F L I C T S
Carl Dettlinger (order #4048855) 7
7
C O N F L I C T S
When such a poison is introduced into the system, the victim must
make an Endurance Skill Test with a Dificulty of the poisons
Potency. If the Test fails the victim suffers a point of Stress for each
shift by which the Test failed.
Many such poisons may stop if the player acquires Spin on his
Endurance Test (beating the Potency by 3 shifts or more).
Once per scene the victim makes an Endurance Skill Test with a
Dificulty of the poisons Potency. If the Test fails by 3 shifts or more
(the Poison effectively gains Spin) the victim suffers a Consequence
(beginning with a Minor Consequence if one is not already being
suffered). Regardless of severity, these Consequences do not
disappear until after the poison is cured.
This process repeats until the poison is cured or, if the gamemaster
allows, the Victim gains Spin on an Endurance Test.
Exotic Poisons
Rather than damaging their target, exotic poisons put one or more
additional Aspects directly on them (as with a maneuver rather
than an attack). A victim must make an Endurance Test Skill Test
with a Dificulty of the poisons Potency. If successful the symptoms
are passing, but if the Test fails the victim immediately gains the
Aspects as described in the poison. The duration of these effects
depends upon the poison.
67
Extras
Extras are those supporting characters who dont often take up
much screen time in the adventure; they are the cast of people on
the fringe of the story, people met along the way.
Examples of Extras include the storekeeper who sells you that roll
of duct tape and happens to mention the rough looking characters
who were in his store earlier, the border guard who reviews your
forged papers for a tension illed moment before waving you
through, and the politicians aide who stymies your attempts to
get an interview with his boss.
68
C H A P T E R 8 S U P P O R T I N G C H A R A C T E R S
Carl Dettlinger (order #4048855) 7
8
S U PPOR TI N G
Minions
The term Minions is used to refer to the large number of faceless
followers of important, named characters, often the villains of the
piece. Minions are the bodies of the faithful that the heroes must
climb over to take on that villain.
The gamemaster may build a villains mob using an Ally Stunt (p.
CHARACTE R S
42) using one or more Strength in Numbers Advances (see below)
but should feel free to assign minions on an as needed basis.
Quality
The Quality of a set of Minions denotes their base effectiveness
in one sort of conlict (physical, social or mental), as well as their
capacity for Stress.
Minions only have a single Stress Track against which both Physical
and Composure Stress is marked.
Average (+1) Minions can take one box of Stress, Fair (+2)
can take two, Good (+3) can take three and so on. Minions
cannot take Consequences, nor can their Armor (see p. 85).
Quantity
The quantity of Minions is simply the number of Minions present.
Together, Minions act in one or more groups, each of which is treated
as a single character in the conlict. This allows the gamemaster to
minimize the number of dice rolls being made, even when the player
characters are facing off against a group of twenty frothing cultists.
Minions who act together as a group are much more effective than
individual Minions, gaining a bonus to their effective Quality for
purposes of Tests in conlicts.
69
Mixed Groups
One of the main uses for Minions, be they ninjas or yes-men, is
to aid their leader in conlicts. When this occurs the Minions are
considered attached.
70
C H A P T E R 8 S U P P O R T I N G C H A R A C T E R S
Carl Dettlinger (order #4048855) 7
8
S U PPOR TI N G
a +1 bonus) to his attacks (as- Table: Minion Quantity Bonuses
suming the Minions can con- Number
tribute to the attack), maneu- of Minions Bonus
vers and defenses. 23 +1
46 +2
Stress suffered is applied to
79 +3
Minions irst, reduced by their
armor. If all Minions are taken 10+ +4
CHARACTE R S
out any excess shifts of damage
overlow to the leader but are reduced by the leaders armor at that
stage. Leaving or attaching to a group is a free action, and a character
may detach from a group automatically by moving away from it.
David asks Sarah whether he can spend a Fate Point to summon his
Police Backup Stunt minions immediately to help with his conlict with
the hoodies, explaining that he called for reinforcements off screen.
Sarah agrees and allows David to narrate how six uniformed
police oficers round the corner to join Trevor as he stares at the last
remaining hoodie. Trevor now gains a +3 Quantity bonus for having a
group of seven (himself and six Minions).
Give it up son, youre nicked! growls Trevor.
Companions
Companions are characters who are a little more important than
Minions but are not quite fully ledged named characters in their
own right.
71
Sidekicks with the Endurance Skill and Aides & Assistants with
the Resolve Skill get extra Stress boxes just as a character would.
Normally Companions cannot take Consequences (but their
armor can), however if attached and not yet Taken Out they can
allow the named character the ability to withstand an additional
Consequencespeciically, that the Companion is knocked out,
kidnapped, or otherwise removed from the conlict. The severity
of the Consequence indicates how long the Companion is Taken Out.
Unless she has the Independent Advance, in order for a Companion
to act in a scene without their named character a Fate Point must
be spent.
72
C H A P T E R 8 S U P P O R T I N G C H A R A C T E R S
Carl Dettlinger (order #4048855) 7
8
S U PPOR TI N G
Advances
Advances are traits that can be applied to a Companion or group of
Minions to differentiate them from the baseline Average (+1) ally.
Communication
The ally has some means of communicating with her patron in even
CHARACTE R S
the strangest of circumstances (a psychic link, a dedicated radio
transceiver in a wrist watch etc).
Keeping up
If the allys patron has a means of locomotion or stealth that makes
it hard for the ally to keep up with him, then the ally with this
Advance has a similar ability. This ability is useful only for keeping
up with her patron when attached, and for no other purpose.
Quality
Improve the Quality of an ally by one step (from the default Average
to Fair, Fair to Good, and so on). This Advance may be taken several
times up to a maximum Quality one step below the patrons peak
skill for a Companion, and two steps below for Minions.
73
Strength in Numbers
This Stunt increases the number of allies you have. One application
effectively turns a Companion into three Minions of the same
Quality. Second and further applications of this Advance increase
the number of Minions by a further three.
Summonable
No matter where you are you can summon your ally to you. This
normally takes at least one minute but you may spend a Fate Point
to accomplish it in a single round. A summoned ally vanishes or
leaves if the summoning character is Taken Out, and will not last
more than one scene either way. They may be summoned again in
a later scene if needed again.
Variable Summons
Requires Summonable
Usually the same ally is summoned each time but this Advance
allows the player to allocate the allys other Advances when they
are summoned. Once chosen the Advances are locked in place for
the adventure unless the player spends a Fate Point to reallocate
the Advances again. This variability makes the ally more like a
range of Companions and Minions the player can call upon one at
a time.
74
C H A P T E R 8 S U P P O R T I N G C H A R A C T E R S
Carl Dettlinger (order #4048855) 7
8
S U PPOR TI N G
Named Characters
Named characters are the major characters in the story who have
a name, as opposed to Guard #3. They might be a player characters
boss, a major ally or enemy. They could be an arch nemesis, her
main henchman, an evil alien or a mad scientist.
CHARACTE R S
Named characters are deined just like player characters, with a
pyramid of Skills, a set of Aspects and Fate Points.
If desired a gamemaster can set the apex of the Skill pyramid (i.e.
the top rated Skill) at a higher or lower rating than Great (+4)the
apex Skill rating for a starting player character.
75
Chase Conflicts
Chases play out like any other conlict, with one or two small
differences. The gamemaster should regulate the low of the action
using the following pattern:
If the Skill Test succeeds, the character pulls it off, but if he fails,
it goes less well than plannedthe character, vehicle or animal
76
C H A P T E R 9 C H A S E S
Carl Dettlinger (order #4048855) 7
9
C H A S E S
gets injured or slips out of control and suffers Stress equal to the
number of shifts the player rolled below the Dificulty (as if the
character had failed a Defense roll in a physical conlict).
If the pursuer fails the test, he suffers Stress just like the chased
character would.
77
With that in mind, when you want to play out a more extended
chase that has this kind of pacing, the Chase Scenes rules become
appropriate.
Chase Scenes
Chase scenes occur when the players are being pursued by a
large enemy force that appears in waves. A chase scene is made
up of a number of Chase Conf licts, with the main villain or
henchman (a named character) staying out of the chase usually
until the last conflict.
Over the course of the chase, the pursuing minions come at the
player sequentially, with a new minion coming in as a prior one is
Taken Out. This continues for the duration of the chase until the
named pursuer is out of minions, at which point, she enters the fray
and the chase is then resolved as a inal Chase Conlict.
Because for much of the chase scene the named pursuer is not on
the ield, the minions never attach, so they use their own Quality,
which is often to the leeing characters beneit. In return for this,
the pursuing villain is given a few tricks to balance the scales.
Players, being heroes, dont usually use these rules, since they are
potent individuals of action, however if any PC has Minions it might
be suitable to have him be the named pursuer.
78
C H A P T E R 9 C H A S E S
Carl Dettlinger (order #4048855) 7
9
C H A S E S
Assign Pursuers Chase Points
At the beginning of a scene, the gamemaster controlled named
pursuer is given a certain number of points, which represent the
total value of the pursuit.
Purchase Minions
At the start of the chase, the gamemaster can spend as many
points as she wants (up to the total value of the pursuit) in order
to buy Minions for the named pursuer. Higher Quality Minions
cost more points.
She can choose to have all of these minions go after the characters
from the start or she can hold some of them in reserve (in which
case the reserve vehicles enter the chase one by one, replacing
individual minions that have been Taken Out).
Also, at any time there are no pursuing vehicles (i.e. all the minions
on the ield of play have been Taken Out), the gamemaster can
spend points to add a single additional pursuing vehicle, which
immediately enters the chase.
The gamemaster may not wish to spend all these points on Minions
though, some may be kept back to pay for Tricks (see below).
79
Reinforcements
This trick allows the pursuing character to add multiple Minions at
once. By spending one point, the gamemaster is allowed to spend
additional points (up to half the remaining total) on purchasing
additional Minions, which are immediately added to the ield. These
vehicles must all be of the same Quality.
Road Hazard
The pursuers have managed to get someone ahead of the leeing
character who launches an attack! The attack uses the named
characters Leadership Skill as the attack value; relecting how well
planned and coordinated the effort is.
Shotgun!
One of the pursuing Minions is able to make a ranged attack at the
leeing character in addition to simply pursuing. For example a
vehicle has someone with a gun in the passenger seat.
80
C H A P T E R 9 C H A S E S
Carl Dettlinger (order #4048855) 7
9
C H A S E S
It also has one other beneit from this list:
+3 Stress Boxes
Dramatic Entrance
This is the moment when the named pursuer reveals herself, and
begins the end of the chase. If the gamemaster has used The Last
Pursuer trick already, this option is off the table.
Once the pursuer is out of points and there are no pursuers left, the
leeing vehicle inally escapes.
Passengers
Whether in a simple Chase Conlict or in a fully leshed out Chase
Scene, player characters not directly involved in the chase (e.g. who
are passengers in a car) may still be able to help out.
81
The passenger rolls his Skill while the driver rolls his Drive as
usual, and the driver may use the higher of the two results. There
is a limit though!
Note that the Skill Test only aids the driver, it does not have any
other effectfor instance, a passenger who is shooting does not
get normal attack results, just the ability to let the driver choose
between the two Test results.
Chase Example
Back on p. 24 we saw the suspect Jimmy make a break for it when
confronted by Trevor Maples in a pubs backroom. Due to a Compel
Trevor only has two exchanges to inish the chase.
Jimmy is a named character with Fair (+2) Athletics and a Physical
Stress Track of 5 boxes.
Sarah (playing the leeing Jimmy) declares the Dificulty for the irst
exchange at Fair (+2) describing how Jimmy bursts into the bar and
82
C H A P T E R 9 C H A S E S
Carl Dettlinger (order #4048855) 7
9
C H A S E S
attempts to push his way through the crowd of drinkers. Sarah makes
an Athletics Skill Test and succeeds with a Good result.
David then gets to roll for Trevor; defaulting to a Mediocre (+0)
Athletics Rating. Unfortunately even with a roll of +1 he fails with only
an Average result. Trevor suffers a point of Stress for failing the Test
by 1 shift; David describes how he stumbles over a stool and crashes
into a customer carrying a tray of drinks.
Sarah declares a Dificulty of Good (+3) for the next exchange as she
describes Jimmy trying to shake off pursuit by dodging between trafic
and cross the busy road outside. She rolls badly; a Poor (1) result
meaning Jimmy suffers 4 Stress Points, one short of being Taken Out!
A taxi screeches to a halt too late, hitting Jimmy hard and sending him
reeling into the gutter.
David sees his chance and invokes his H
Aspect to have had the foresight to station
trafic oficers outside with orders to stop trafic if the suspect led,
fearful of innocents being hurt. Conident his men will have done this,
Trevor pursues Jimmy into the road. David rolls a +2, increased to a
Great (+4) result from the Aspect Invocation, succeeding with 1 shift,
inlicting 1 Stress on Jimmy leaving him Taken Out.
Trevor trots across the street and drops his weight onto the bloodied
Jimmy as he struggles to his feet. Between gasps and wheezes Trevor
announces Youre nicked!
83
Ranged Weapons
A number of ranged weapons are summarized in the Ranged
Weapons table, the Stress Bonus, Range in Zones and Cost Dificulty
are shown.
Ammunition
Generally, ammunition limits are not given much concern in a
FreeFATE game, it is assumed characters carry extra ammunition
and reload appropriately.
E Q U I P M E N T
Ranged Weapon Accessories
Accessories are represented by Aspects of the weapon that can be
invoked, compelled and tagged just like any other Aspect. Some
sample ways to use these Aspects are provided.
Laser Sight
Cost Dificulty: Good
Invoke: Gain a +2 bonus on a Guns Test
Tag: Roll your Alertness instead of Athletics for a Defense roll (you
see the red dot on you and dive for cover)
Compel: Cause a hidden sniper be spotted
Silencer
Cost Dificulty: Fair
Invoke: Be able to use a gun whilst using Stealth
Tag: Gain a +2 bonus on a Fists Test to perform the Disarm Maneuver
on the silenced-gun toting foe (youve got something to grab)
Compel: Cause the weapon to get caught in clothing when being drawn
Armor
Armor can absorb a certain amount of Stress inlicted as part of an
attack, sparing the wearer from having to suffer that Stress. If an
attacker gets a successful hit then the shield or armor value is deducted
from the total Stress inlicted (including any weapon Stress Bonus).
Table: Armor
Stress Cost
Armor Consequences
Absorbed Dificulty
Leather 0 1Minor Fair (+2)
Chain Mail 1* 1Minor Great (+4)
1Major
Plate Mail 2* 1Minor Superb (+5)
1Major
1Severe
Stab Vest 1 1Minor Fantastic (+6)
Kevlar Vest 2 1Minor Great (+4)
1Major
Assault Vest 3 1Minor Superb (+5)
1Major
1Severe
Assault Suit 3 1Minor Fantastic (+6)
1Major
1Severe
1Extreme
*Also acts as a penalty to Athletics & Stealth Tests.
86
C H A P T E R 1 0 E Q U I P M E N T
Carl Dettlinger (order #4048855) 7
10
E Q U I P M E N T
This leaves the stab vest Taken Out and indeed a hindrance with
David selecting the Consequence of Torn and twisted. David still
thinks it is worth it though!
Explosives
The table below lists a few example explosives along with ratings
for Complexity, Area, Force, the type of Fuse and Cost Dificulty.
Rules for using explosives are provided on p. 64.
Fuses
The fuse determines when an explosive goes off.
Timer
The explosive detonates after a predeined time. A crude timer (e.g.
fuse wire) may not be 100% accurate; the number of exchanges is
modiied by a dice roll (i.e. it may detonate up to 5 exchanges early
or late). Grenades detonate after 1 exchange.
On Demand
The explosive detonates on demand, either by use of a remote
switch or radio trigger.
Vehicles
Vehicles are vital tools for numerous people and may be important
to a story. Vehicles have three attributes, their Type (Pedestrian,
Mount, Car or Aircraft), Speed (the top speed of the vehicle) and
Stress Capacity (the amount of damage the vehicle can sustain
Table: Explosives
Type Force Complexity Area Fuse Cost
Dificulty
Military Grade Legendary (+8) Epic (+7) 2 Timer or On Epic (+7)
Demand
Home Made Superb (+5) Superb (+5) 1 Timer Great (+4)
(crude)
Mining Fantastic (+6) Fantastic (+6) 1 Timer or On Superb (+5)
Explosive Demand
Plastic Epic (+7) Fantastic (+6) 2 Timer or On Fantastic
Explosive Demand (+6)
Grenade Fantastic (+6) Superb (+5) 1 Timer Good (+3)
(1 exchange)
87
Mixed Types
Occasionally you may ind that a chase involves parties in different
Types of vehicles, or where one participant is on foot or riding a horse.
The normal rules for resolving chases apply in this case. The party
using the slower mode of transport suffers a penalty, however.
Table: Vehicles
Stress Cost
Vehicle Type Speed
Capacity Dificulty
On Foot Pedestrian Athletics Skill Rating As
Character
Bicycle Pedestrian Athletics Skill Rating + 1 1 Average (+1)
Camel Mount Average (+1) 2 Fair (+2)
Elephant Mount Mediocre (+0) 4 Fair (+2)
Horse Mount Good (+3) 2 Fair (+2)
Motorcycle, Offroad Car Good (+3) 1 Good (+3)
Motorcycle, Racing Car Great (+4) 1 Groartig (+4)
Car, Saloom Car Good (+3) 4 Good (+3)
Car, Sports Car Great (+4) 2 Great (+4)
Car, Limousine Car Fair (+2) 5 Superb (+5)
Van Car Fair (+2) 4 Good (+3)
Truck Car Average (+1) 6 Superb (+5)
Speedboat Car Great (+4) 4 Great (+4)
Yacht Car Fair (+2) 6 Fantastic (+6)
Cruise Ship Car Average (+1) 10 Epic (+7)
Helicopter Aircraft Fair (+2) 2 Fantastic (+6)
Propeller Plane Aircraft Good (+3) 2 Fantastic (+6)
Fighter Jet Aircraft Great (+4) 4 Epic (+7)
Passenger Aircraft Aircraft Good (+3) 6 Epic (+7)
88
C H A P T E R 1 0 E Q U I P M E N T
Carl Dettlinger (order #4048855) 7
10
E Q U I P M E N T
A character suffers a 2 penalty against a vehicle of the next Type
up, and a 4 penalty against an opponent in a vehicle Type two
steps up from him. A Pedestrian automatically loses to an Aircraft.
Workplaces
In order to conduct research, experiments or to repair something,
people need workplaces and the tools that go along with them.
There are a number of different types of workplace, depending
upon the Skill being used, as shown in the table below.
The rules for conducting Research, and the required Quality Rating
of a Library or Laboratory, are detailed on p. 31.
For repairs the Quality Rating of the workplace must equal the
Dificulty of the repair minus two, so repairing a Saloon Car
requires an Average (+1) Workshop; the Dificulty for repairs being
89
Good (+3); based upon the higher of its Speed and Cost Dificulty
(see the Engineering Skill on p. 34).
Creating Items
For creating items using the Engineering Skill (or the Mysteries Skill
for arcane and magical items) an appropriate workshop is needed.
Creating an item requires four things:
Damaging Equipment
Normally items have no Stress Capacity; any damage inlicts a
Consequence. The number of Consequences an item can suffer is
determined by the gamemasters estimation of the durability of the
item. Once all of an items Consequences have been suffered it is
considered unusable.
90
C H A P T E R 1 0 E Q U I P M E N T
Carl Dettlinger (order #4048855) 7
10
E Q U I P M E N T
Fragile Items can suffer 1 Consequence
Durable Items can suffer 2 Consequences
Toughened Items can suffer 3 Consequences
Miscellaneous Equipment
Table: Miscellaneous Equipment
Item Cost Dificulty
Mobile Phone Average (+1)
Computer, Laptop or Tablet Fair (+2)
Camera Average (+1)
Audio Transceiver (Radio) Fair (+2)
Camcorder Fair (+2)
Caltrops* Average (+1)
Handcuffs Average (+1)
Lock Pick Gun Good (+3)
Binoculars Average (+1)
Concealable Microphone Fair (+2)
Parabolic Microphone Fair (+2)
Mini-Tracer Fair (+2)
GPS Receiver Fair (+2)
Flashlight Mediocre (+0)
Night Vision Goggles*** Fair (+2)
Camoulage Clothing**** Average (+1)
Gas Mask Fair (+2)
SCUBA Gear Fair (+2)
91
End of Session
At the end of each session each player character is awarded one
Skill Point to add a new Skill or improve an existing one. If everyone
agrees, the gamemaster can award two Skill points to a player who
did something spectacular in the session.
Improving a Skill
1 Skill Point allows an existing Skill to be improved by one step, for
example a Fair (+2) Alertness Skill can become Good (+3).
92
C H A P T E R 1 1 C H A R A C T E R D E V E L O P M E N T
Carl Dettlinger (order #4048855) 7
11
CHARACTER
requires an extra two Skills at Average (+1). Thus his Skill pyramid can
change as shown below when he improves Alertness.
Great (+4)
Good (+3)
DEVELOPMENT
Fair (+2)
Average (+1)
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
Replace an Aspect
Players may change an Aspect, either because it is not working out
as envisioned, or because it makes sense based upon the characters
experience in the previous adventure.
93
End of Story
Choose one of the following options:
Add a Stunt
A character can gain a Stunt (prerequisites must be met) at the
expense of reducing his Fate Point Refresh Rate by one; if this would
reduce the Refresh Rate to zero, a Stunt cannot be added.
Add an Aspect
A new Aspect can be added. The maximum number of Aspects a
character may have equals his Fate Point Refresh Rate plus the
number of Stunts he has.
94
C H A P T E R 1 1 C H A R A C T E R D E V E L O P M E N T
Carl Dettlinger (order #4048855) 7
12
12
M A G I C
MAGIC
FreeFATE Magic presents two different types of
magic; sorcery and summoning.
Power Aspects
When creating a character who will use sorcery, summoning or
a little of both, the player must deine the source of their magical
power and frame that in the form of one of their characters Aspects.
95
Other Skills
In addition to the Mysteries skill several other skills may prove
useful to a magic using character:
Survival: For the more primal magic users, such as shamen and
druids, a good Survival skill can potentially complement attempts
to get nature to aid you.
Sorcery
A character with an appropriate Power Aspect and the Mysteries
skill can gain access to the power of spell casting by taking the
Sorcery Stunt detailed below. In addition, other new Stunts can
provide extra abilities in the use of Sorcery.
96
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
12
M A G I C
Sorcery Stunts
Sorcery
Requires an appropriate Power Aspect
The price to pay for using Sorcery is either a Fate Point or taking
two time increments longer to perform the task; effects that would
normally take A few minutes take Half an hour, while tasks that
would only take An afternoon take A few days.
If the extra time cost is chosen rather than spending a Fate Point and
the test is successful, regardless of how many shifts are assigned to
reducing the base time of the action, the actual duration cannot be
reduced below A minute (two steps above the default time period
of A few moments).
In addition to the Fate Point or time cost, the magic user must also
perform an act that focuses and channels the magical energies;
such channelling acts have both a verbal component (incantations,
chanting, singing) and a physical component (gesturing, dancing,
performing a martial kata and so forth).
97
At the climax of the adventure the party confronts the high priest
of the serpent cult, himself a sorcerer. The high priest attempts to
use Sorcery to instil fear in Bronwyn replacing Intimidation with
Mysteries.
As this is a use of Sorcery the gamemaster allows Susan to resist
the maneuver with Bronwyns Mysteries skill instead of her inferior
Resolve skillsomething Susan would not be allowed to do against a
mundane use of the Intimidation skill.
98
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
12
M A G I C
Empowered Casting
Requires the Sorcery Stunt
This Stunt allows a sorcerer to spend a Fate Point to select and gain
the temporary use of a Beneit Stunt to enhance the casting of a
spell. Any prerequisites for the Beneit Stunt must be met.
Bronwyn, Hadrak and Sullar have just released the village mayor
and his wife who were being held for ransom by a horde of goblin
bandits. Now wishing to sneak out of the goblin camp Alison wants
to use Bronwyns Mysteries skill in place of Stealth to help everyone
move unseen.
Sarah, the gamemaster, agrees stating that a single roll will be
enough to see the party get clear of the camp, but anything more will
require further Stealth tests and thus further spells.
Bronwyn has the Empowered Casting Stunt and so pays a Fate Point
to use Sorcery and another Fate Point to gain the temporary use of the
Hush Beneit Stunt (see Appendix A of FreeFATE).
Rolling a 1 on the dice, Alison spends another two Fate Points to
invoke her M and tag
Sullars N , Aspect for a total +3 bonus. With
her Great (+4) Mysteries skill she achieves an Effort of Epic (+7).
Bronwyn and her four companions seem to fade from view becoming
almost invisible and they move unseen through the camp even as
several goblins alerted by Bronwyns chanting begin searching for
intruders.
Inscribe Glyph
Requires the Sorcery Stunt
The nature of the spell; the skill being replaced and the manner
in which it must be used must be deined at the time the glyph is
inscribed. Additional capabilities such as communicating a small
piece of information across a distanceare entirely in keeping
99
Once activated the glyph is only effective for a single signiicant roll
of the dice, however at the gamemasters option, the glyph might
continue to operate if its irst roll is a failure; but on a success, it is
always used up and must be reset.
Rite of ...
Requires the Sorcery Stunt
The Rite of the Open Door allows Mysteries to replace Burglary for
purposes of unlocking (and locking) doors, chests, cupboards etc with
mechanical locks. It would not allow Mysteries to be used in place of
Burglary to disable alarms or to assess the security measures of a
location or object.
Silent Casting
Requires the Sorcery Stunt
This allows the character to use Sorcery even if they are gagged or
otherwise unable to speak. It also means that the act of Sorcery may
not be noticeable to anyone without line of sight to the sorcerer.
100
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
12
M A G I C
If the character has both this Stunt and the Still Casting Stunt then
the Mysteries or Alertness test for observers to recognise a spell
casting attempt has a base Dificulty of the sorcerers Mysteries
skill (rather than Mediocre (+0)).
Still Casting
Requires the Sorcery Stunt
This allows the character to use Sorcery even if they are bound or
otherwise unable to move. It also means that the act of Sorcery may
not be noticeable to anyone out of earshot of the sorcerer.
If the character has both this Stunt and the Silent Casting Stunt then
the Mysteries or Alertness test for observers to recognise a spell
casting attempt has a base Dificulty of the sorcerers Mysteries
skill (rather than Mediocre (+0)).
Summoning
As stated previously, the magical art of Summoning involves occult
rites that conjure up spirits, elementals or other supernatural
entities.
101
For a Fate Point, you can summon creatures with a Quality equal to
or greater than your peak skill, and potentially with three or more
Stunts (two being the normal limit).
If control is lost the spirit will normally vanish back to the plane
from which it came, however if it achieves spin on the control check,
or if the gamemaster wishes to compel the summoners Power
Aspect, the entity remains in the world for a brief time (a scene)
and causes chaos, often trying to destroy the one who summoned it!
Binding
Requires at least one Ally Stunt with the Summonable Advance
Bronwyn has branched out into the dark arts of summoning and
has gained two Ally Stunts, which Susan has combined together
and labeled Summoned Entities of the Netherworld. With the
Summonable and Variable Summons Advances as a given Susan has
ive Advances to allocate each time Bronwyn conjures up a spirit
(taking one minute of time to do so).
102
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
12
M A G I C
Example Summoned Creatures
Kagravak, Spawn of the Plane of Fire
Scope: Physical
Quality: Good (+3)
Aspects: B
A
Skills: Good (+3) Endurance, Fair (+2) Intimidation,
Average (+1) Deceit
Stunts: Specialization Fiery Embrace: +2 bonus to attacks if
Kagravak can place a Grabbed Aspect on a foe.
Brawler
Stress: (2 extra boxes for Endurance Skill)
Advances: Summonable, Variable Summons, Consequence,
Quality 2, Stunt 2
Horde of Gremlins
Scope: Physical
Quality: Average (+1)
Quantity: 5 groups of 3 (+1 bonus per group)
Aspects: S
T
Stress: (1 box per Minion)
Advances: Summonable, Variable Summons, Keeping Up,
Strength in Numbers 4
103
The Magic Tech Advance is only required for capabilities that are
truly not able to be performed by even advanced technology for
the day, for example teleportation. Anything less and the magical
nature of the item is purely descriptive rather than an Advance.
Gadget Improvements
The following Gadget Improvements are only for use with magical
items.
There is no Fate Point cost to gain the use of the Beneit Stunt
(unlike with the use of the Empowered Casting Stunt), however the
choice of Beneit Stunt must be predeined and cannot be altered.
Any prerequisites for the Beneit Stunt must be met by the wielder
of the magical gadget, or the gadget itself if possible.
Spell Casting
This ability costs 2 Improvements
The item allows the wielder to cast a single speciic type of spell as
if they had the Sorcery and Rite of ... Sorcery Stunts. The wielder
uses their own Mysteries skill for the dice roll, but may default to
Mediocre (+0) if necessary.
104
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
12
M A G I C
The casting of this spell is considered a speciic enough use that
an Upgrade Improvement can be used to provide a +2 bonus to the
Mysteries skill test.
Store of Energy
The magical item contains a charge of energy that can be used in
place of a Fate Point for purposes of using the Sorcery Stunt without
taking extra time, or when using the Empowered Casting Stunt (a
charge can also be used in place of any Fate Point that the chosen
Beneit Stunt may require). This Improvement can be taken up to
three times. These charges refresh when the characters Fate Points
refresh.
105
Hat of Disguise
This item requires 2 Gadget Stunts to purchase
By donning this hat and concentrating for A few minutes the wearer
can change their physical appearance using Mysteries with a +2
bonus instead of Deceit. The character acts as if he had the Clever
Disguise & Mimicry Stunts.
Improvements: Spell Casting, Empowered Spell Casting 2 (Clever
Disguise, Mimicry), Upgrade.
106
C H A P T E R 1 2 M A G I C
Carl Dettlinger (order #4048855) 7
13
13
A P P E N D I X
APPENDIX
Example Stunts
Below are listed a number of sample Stunts that players
may choose for their characters. These Stunts usually
relate to one particular Skill and players should be encouraged
to choose Stunts that relate to their characters peak Skill to
emphasise the niches their characters ill.
107
You know how to apply your strength in a ight to take people off
their feet. Whenever making a Throw or a Push maneuver (p. 53),
you require one less shift per zone than normal. Thus, to Throw an
average person one zone only 2 shifts would be required (rather
than 3) and only 5 shifts would be required to throw them two
zones (2 plus 3, rather than 3 plus 4)
Brawler
Youre at home in any big old burly brawl, with multiple opponents
and ideally some beer in you.
When ighting two or more minions, you deal one additional Stress
on a successful hit.
Catch
When defending against a thrown object, if you are successful
enough to generate Spin on your defense, you may declare that you
are catching the item that was thrown at you, provided you have a
free hand and its something you could, practically speaking, catch
(so no catching, say, refrigerators, unless you have something truly
crazy going on in the Might department).
Clever Disguise
Normally, a character cannot create a disguise that will stand up to
intense scrutiny, i.e. use of the Investigation Skill (see p. 35). With
this Stunt, he may defend against Investigation (anything short of
physically trying to remove the disguise) with his full Deceit Skill.
108
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Furthermore, he may assemble disguises of this quality in a matter
of minutes, provided he has a well-equipped disguise kit on hand.
Cold Read
Normally, to use Empathy to get a read on someone (an Assessment)
it requires at least a few minutes of conversation, if not more.
Characters with this Stunt may do so after much less timetwo or
three steps faster on the Time Increments table (see p. 19).
Commissions
Requires Virtuoso
Your works and performances are heavily sought out, and there are
those who will pay handsomely for it. Once per session, you may
use your Art Skill instead of Resources, representing a successful
past commission.
Contortionist
You can it into and through spaces and shapes that no normal
human readily can. Normally, contorting tasks are impossible to
attempt, or at best default to a (non-existent) Contortion Skill rated
at Mediocre.
With this Stunt, you can use your full Athletics score instead,
and have rationale to attempt feats of contortion that are simply
unavailable to others.
Cool Hand
A steady hand can be critical when things get hairy. This characters
hands never shake and never waver. Your character may ignore any
Dificulty increases from the environment when performing any
ine manual work (even if that ine manual work doesnt involve the
Sleight of Hand Skill, such as Burglary for lock picking, or Science
for surgical work).
109
Custom Ride
You own a land vehicle (no Resources Test necessary) that is special
and handles particularly well; providing a +1 bonus to any Drive
Tests.
Additionally, your vehicle has a little something extra, and you may,
once per session, spend a Fate Point and declare that the vehicle has
some extra device (such as an oil slick or caltrop dispenser) that will
allow you to perform maneuvers to impose appropriate Aspects on
any pursuers, e.g. S W or S T.
Danger Sense
The character maintains a quick and easy awareness of ambushes
and other nasty surprisesperhaps preternaturally, perhaps
simply due to inely tuned mundane senses. Whenever ambushed,
the character is able to take a full defensive action, gaining a +2 on
his Defense roll, regardless of whether or not hes surprised (if he is
surprised, dropping his base Defense to Mediocre, this Stunt takes
his base Defense up to Fair).
110
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Defensive Driving
Youre good at keeping your vehicle in one piece. Whenever driving
in a chase (see p. 76), you may treat that exchanges Dificulty as if
it were one lower. The Dificulty itself is not affected, however, for
any other vehicles in the chase.
Dirty Fighter
Requires Brawler
Your widespread name and your art are interlinked as one. When
identifying yourself in order to get your way in a social or other
applicable situation, you may complement Rapport, Intimidation,
Deceit and Contacting rolls with your Art Skill.
111
Flawless Navigation
The skies are an open map in the characters mind. Unless bizarre
circumstances are afoot, he can never get lost in light. If something
strange is happening the Dificulties for his Pilot rolls are never
increased by more than 2.
Flying Jock
This pilot can squeeze his plane through places where it has no
business itting. Normally, a pilot can spend a Fate Point for a
coincidence or declaration to assure that the plane has enough
clearance space to ly through.
Funding
You head an organization that is proitable. Pay a Fate Point and
your organization may temporarily increase a Resources Skill
up to the value of your Leadership, regardless of whether or not
youre present. When you personally make use of these resources it
may take some time to ilter through the power structure to reach
you; the gamemaster may increase the time it takes to acquire
something by one step.
Gadget
You have a personal gadget based on an existing (or potentially
existing) piece of technology, with three Improvements (see below).
You may take this Stunt several times, either for several gadgets, or
to provide additional Improvements to the same gadget.
112
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Advanced Technology: The device uses technology beyond what
is currently possible.
Armed: Adds guns or blades to a device allowing its use with the
Guns or Weapons skill. Each Armed Improvement adds +1 to stress
damage on a successful hit.
Rugged: The device has 2 stress boxes in addition to any the item
would normally have. May be taken multiple times.
113
Good Arm
The character has an amazing throwing arm, and can throw
weapons with great force, allowing them still to be effective at a
much longer range than usual. The character may make an attack
using a thrown weapon up to two zones away instead of the usual
one; if he does so, the attack is made at a 1.
Headquarters
If a character has purchased a Workplace (see p. 89) then this Stunt
turns it into a full blown private headquarters, such as a mansion or
a secret cave. In addition to the Workplace, the headquarters may
include one of the following extra elements:
114
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Communications Centre: Your headquarters is the nerve centre of
a number of vital channels of communication. Any communications
routed to, from, or through your base take one time increment less
to get to where theyre going, due to the eficiencies offered.
Human Spider
The character can climb surfaces he should not be able to. He
receives a +2 bonus on any climb, and by spending a Fate Point, he
may eliminate the effects of all Dificulty modiiers resulting from
the environment or the characteristics of the thing hes climbing
(so he can climb a slick, mostly lat surface in a rainstorm at much
less dificulty).
Hush
Your talent with stealth may be extended to others who are with
you close by, provided that you travel as a group. As long as the
whole group stays with you and follows your hushed orders, you
may make a single Stealth roll for the whole group, using your Skill
alone. If someone breaks from the group, they immediately lose this
beneit, and may risk revealing the rest of you if they dont manage
to pull off a little stealth of their own.
You cannot apply the beneits of other Stunts (besides Hush) to this
roll, though you may bring in your own Aspects (and possibly tag
the Aspects of those you are concealing) in order to improve the
result. The maximum number of additional people in the group
is equal to the numeric value of the characters Stealth score (so
someone with Fair (+2) Stealth and this Stunt would be able to use
his Skill for himself and two others).
Im On Top Of It
You may spend a Fate Point to go irst in an exchange, regardless
of your initiative. If multiple people with this Stunt exercise this
ability, they go in turn of their normal initiative, before those who
dont have the Stunt get a chance to act.
115
International
The characters mastery of etiquette leaves him comfortable,
and even glib, in any situation. The character never suffers any
penalties or increased Dificulty from unfamiliarity with his
setting, making it easy to maneuver through local customs he
hasnt encountered before, and to cover up any gaffes with a laugh
and a sparkle in his eye.
Lair
Requires Headquarters
Linguist
Normally, someone may only speak a number of additional
languages equal to the value of his Academics Skill. With this Stunt,
your character may speak ive additional languages.
Lip Reading
The character may use Investigation to eavesdrop on conversations
he can only see. If the gamemaster would normally allow someone
to attempt to read lips, the Dificulty is reduced by 2; otherwise, you
may simply roll Investigation when others may not.
Lock Master
The characters skill with improvisation when bypassing a lock or
similar contrivance is improved, so long as he has something that
could pass as a tool, such as a piece of wire. Characters with this
Stunt never suffer an increased Dificulty for lacking proper tools
116
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
on a Burglary roll, and when given proper tools, can defeat locks at
one time increment faster than usual.
Long Shot
For whatever reason, youre always able to take shots at a greater
distance than you should be able to. In your hands pistols, riles
and other such weaponry reach an additional zone (or two, if the
gamemaster feels generous).
Master of Disguise
Requires Clever Disguise and Mimicry
To use this ability, the player pays a Fate Point and temporarily
stops playing. His character is presumed to have donned a disguise
and gone off camera.
At any subsequent point during play the player may choose any
nameless, iller character (a villains minion, a steward on the
cruise ship, a police patrolman, etc.) in a scene and reveal that that
character is actually the Player Character in disguise!
The character may remain in this state for as long as the player
chooses, but if anyone is tipped off that he might be nearby, an
investigator may spend a Fate Point and roll Investigate against
the disguised characters Deceit. If the investigator wins, the
investigators player (which may be the gamemaster) gets to
decide which filler character is actually the disguised player
character.
Medic
Requires a Medicine Specialization Stunt for the Science Skill
117
Deceit can be used to convince people you are someone you arent
but usually only in a general sense. You can seem to be a cop, an
author, et cetera, but you cant seem to be a speciic person without
a lot of work (and an elevated Dificulty).
With this Stunt, you can easily imitate the mannerisms and voice of
anyone youve had a chance to studyremoving another potential
cause to have a disguise examined, or perhaps convincing someone
who cant see you that youre someone else even though youre
undisguised.
Mister Fix-It
The character is talented at getting things repaired under time-
critical circumstances. The time it takes to get something ixed by
the character is reduced by two steps. If the situation is already
operating on the fastest possible amount of time the Dificulty of
the repair effort is reduced by one.
Nobody Moves!
Any character can use Intimidation to perform a Block action
(see p. 54) to prevent foes in their current zone from moving to
another zone. Normally the gamemaster would impose penalties
if the character was attempting to block off more than one route
out of the zone, however a character with this Stunt reduces any
such penalties by the numerical rating of his Intimidation Skill (to
a minimum penalty of zero).
118
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
and the supplemental action is something minor), or rolling some
other Skill (youre taking some other primary action, but keeping
the vehicle on the road isnt all that challenging, allowing driving
to be the supplemental action).
Your Drive Skill can never be used to restrict another Skill, only
complement it.
This is the characters last shotits use means that theres no more
ammo, no holdout guns or the like. The only way the character is
going to be able to use his Guns Skill in the scene is if he takes an
action acquiring a new weapon or ammunition, which may not
always be possible.
Personal Aircraft
You have a personal aircraft that you own or have the exclusive
right to ly. In all respects, this Stunt functions like the Custom Ride
Stunt (p. 110). Refer to that Stunt for details.
Photographic Memory
Requires Walking Library
If youve read it, you remember it. If the answer lies in something
youve read before (this must be reasonable), then any research
effort takes an additional two units less timestacked on top of
the beneit of Walking Library, this means that a half hours worth
of research in books youve already encountered can be resolved in
a minute, and a days worth covered in a mere hour.
119
This also means that you may use Mysteries instead of Alertness
when surprised, if the origin of the surprise is in some way
supernatural, and can even use Mysteries as your initiative Skill
when locked in a conlict with otherworldly forces.
Used with this Stunt, Mysteries can give you access to information
that would normally be impossible to getthough the gamemaster
is under no obligation to give you that information in any clear
fashion. Muddled riddles and vague intimations are the mode of
the day.
Quick Exit
A momentary distraction is all you need to vanish from the scene.
Provided you are not in the midst of a Conlict, you may make a
Stealth Test with a Dificulty of the highest Alertness in the room.
If you succeed, the next time someone turns to look at or talk to
you, youre not there.
120
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Alertness Skill is considered to be one higher for purposes of
determining initiative (allowing someone with Superb Alertness
to have Fantastic initiative). This Stunt breaks ties whenever
facing opponents with the same initiative. This Stunt may be
taken multiple times, each time increasing the characters
initiative one step.
Slippery
Requires at least one other Athletics Stunt
Smooth Recovery
While most characters with Resolve can keep things together
under stress, for your character it is second nature, allowing him
to regain his footing in the face of even the direst of outcomes
outside of physical conlict. This Stunt allows the character to take
one additional Major, social or mental Consequence (see p. 57) to
negate Stress to his Composure Stress Track allowing him to take a
total of four Consequences in a social or mental conlict.
Steel Determination
It is apparent to all around you exactly how far you are willing to
go in order to get what you want. You may, when you bluntly speak
your true intentions in a social interaction, trigger the effects of
this Stunt, immediately gaining a +1 bonus which applies to all
subsequent Intimidation or Resolve rolls, as well as any social
defense, in that scene. However, if you do this, you may no longer
use Rapport with the same audience, as you have peeled away the
faade of civility.
121
Thump of Restoration
Requires Mister Fix-It
Tracker
Your character is Skilled at tracking, and can infer a great deal of
information from a trail. When studying tracks, the character may
roll Survival.
Each shift from this roll spent thereafter gives the character one
piece of information about the person or creature being tracked
(such as weight, how they were moving, and so on). Normally,
Survival cant be used to track something, leaving such attempts
at a Mediocre default.
122
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Universal Gadget
A universal gadget is, essentially, a Gadget that you may design on
the ly, as if your character happened to have just the thing in
his bag.
This gadget follows the same design rules as the Gadget Stunt, but
is only allowed two Improvements, not three. Once deined, the
gadget is locked in for the remainder of the session. The beneit is
that you can deine the gadget on the ly.
As with Gadget, you may take this Stunt multiple times giving a
larger pool of Improvements to assign to items on the ly.
Virtuoso
The character is a master of some speciic form of artpainting,
composition, singing, conducting or playing music, or the like. The
character is a virtuoso in his ield and recognized worldwide for his
Skill. Even if his actual Skill level is not high, he is still on the list of
the inest artists in the world, just not necessarily at the top of it.
Given time to prepare and perform the ritual, the character may
perform a real, functioning sance to try to call out to spirits dead
or never living. A Mysteries roll must be made against a Dificulty
set by the gamemaster, in order to cause a particular spirit to
manifest.
123
Walking Library
The characters prodigious reading has paid off in spades, and he
is able to recall minute details from even the most obscure literary
works. The character is always considered to have a library on
hand of a quality equal to his Academics skill, enabling him to
answer questions with a base Dificulty less than or equal to his
Academics skill, using nothing other than his brain and some time
for contemplation.
Winnings
The character wins more than he loses, and is often lush with cash.
Once per session, he may use Gambling instead of Resources to
represent these winnings, so long as he hasnt recently experienced
a loss. The player must provide a quick one-sentence explanation
of what the resource is and how he won it, when using this Stunt.
124
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Words on the Wind
Requires Psychic
There are patterns to things that are not always obvious, even to
the wise.
This character looks in the right places, and hears the right things.
Once per session, when he is not otherwise occupied, he may
request an omen from the gamemaster, and roll Mysteries against
a target of Mediocre. The gamemaster will use the results to guide
her decision about how obscure the information gained is. It may
be as arcane as a snippet of a riddle, or as mundane as news that a
strange shipment is coming into the docks at midnight.
Wrestler
Requires a Lifting & Carrying Specialization Stunt for the
Might Skill
125
Security Guards
Scope: Physical
Quality: Average (+1)
Quantity: 4 groups of 3 (+1 bonus per group)
Stress: | | |
(1 box per Minion)
Advances: Strength in Numbers x4
Gear: Club, Hand gun
Faceless Scientists
Scope: Mental
Quality: Fair (+2)
Quantity: One group of 6 (+2 bonus)
Stress: | | | | |
(2 boxes per Minion)
Advances: Communication, Quality,
Strength in Numbers x2
Gear: PDA, clip board, white lab coat
These Minions represent the lab coat wearing scientists who the
villain can coerce into brute force hacking nuclear missile launch
codes and military satellites, or who a hero can call on for aid in
thwarting such attempts.
126
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
13
A P P E N D I X
Celebrity Hanger-ons
Scope: Social
Quality: Average (+1)
Quantity: One group of 6 (+2 bonus)
Stress: |||||
(1 box per Minion)
Advances: Keeping up, Strength in
Numbers x2, Summonable
Gear: Cameras
These are the entourage and ever present fans who follow in the wake of
a media celebrity and who also have the back stage passes and VIP tickets
to keep up. They can be a potent force in thwarting attempts to engage
socially with the celebrity, or even another member of the entourage.
Luckily they can be Taken Out with a witty put down, or a menacing
glare. In an historical game, the same sort of Minions could represent a
Kings courtiers (minus the cameras!)
Example Companions
Bodyguard (Sidekick)
Scope: Physical
Quality: Good (+3)
Skills: Good (+3) Endurance
Fair (+2) Intimidation
Average (+1) Drive
Stunts: Brawler
Stress:
(2 extra for Endurance Skill)
Advances: Consequence, Quality x2, Stunt
Gear: Hand gun, Kevlar Vest
127
A personal helicopter pilot for the villain; who can arrive in a minute
and whisk his patron away even faster. Pilot Skill Tests are made with
a +3 bonus (+2 for Pilot Skill +1 for his Personal Aircraft).
This is a smart and socially savvy advisor who can assess his patrons
verbal sparring partners and provide general assistance. He is always
at his patrons side, unless instructed to undertake tasks independently.
128
C H A P T E R 1 3 A P P E N D I X
Carl Dettlinger (order #4048855) 7
free
FAT
FA
ATE Name
Concept
Player
Note: A character starts Note: A character starts with 10 Skills; 1 Superb (+4),
Aspects with 8 Aspects. Skills 2 Good (+3), 3 Fair (+2) and 4 Average (+1).
Superb (+5)
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
Equipment
130
131
132